Comparing StJ and MA


American_Dynamo

 

Posted

For some time now, I've wanted to reroll my first Scrapper, an MA/Regen that was intended to be sort of a lower tech Batman-esque concept. Batman obviously doesn't regenerate but when I came to CoH in 2004 I was convinced from my experience in other games that mana regen -- our endurance recovery -- was too good to pass up. So the concept changed to a regenerating ex-soldier with a contempt for firearms.

This post is already going to be a monster, so I'll spare you the details of each powerset's history. Suffice to say that, even with all of the many buffs MA has received over the years, I've felt it's a bit on a weak side -- and present-day Regen, for all of its strengths, just doesn't appeal to me. I've spent most of the last several years in CoH letting that build, and the original concept for it, collect dust. But when Energy Aura was revamped and Street Justice announced, I figured it was as good a time as any to revisit my old original Scrapper concept. Street Justice, I thought, would finally give me the mix of punches and kicks I'd been waiting for, and EA would give me concept-appropriate Stealth without a movement penalty.

35 levels later, and my powergamer sense started tingling. Street Justice felt a little weaker than I expected, and wasn't necessarily the aesthetic fit I'd imagined either. Maybe I'd been giving MA too little credit, after all.

Long story short(er): It was time to compare the sets as best as I could, subjectively and objectively. The following are my numerical comparisons, prettied up as best as I could manage. Figured I might as well share, in case anyone's interested:

The Powers (Before Crits/combo bonuses are averaged in, and with Arcanatime)

Street Justice:

  • Initial Strike - 52.55 damage, 1.056s cast, 3s recharge, 4.37 End
  • Heavy Blow - 72.57 damage, 1.32s cast, 5s recharge, 6.03 End
  • Sweeping Cross (finisher, cone) - 93.84 damage*, 1.848s cast, 8s recharge, 8.53 End
  • Combat Readiness - +20%/+62.5% ToHit/damage for 10 seconds, 1.32s cast, 90s recharge, 5.2 End (also sets combo level to three)
  • Rib Cracker - 82.58 damage, 1.584s cast, 6s recharge, 6.86 End (carries a -7.5% RES debuff for 5 seconds)
  • Spinning Strike (finisher, TAoE) - 96.34 damage*, 1.98s cast, 16s recharge, 15.18 End
  • Shin Breaker - 102.6 damage, 1.584s cast, 8s recharge, 11.86 End
  • Crushing Uppercut (finisher) - 198.9 damage*, 2.376s cast, 25s recharge, 14.35 End

Martial Arts:
  • Thunder Kick - 52.55 damage, 1.056s cast, 3s recharge, 4.37 End
  • Storm Kick (higher innate crit chance) - 82.58 damage, 1.056s cast, 6s recharge, 7 End
  • Cobra Strike - 122.6 damage, 1.848s cast, 10s recharge, 10.19 End
  • Crane Kick - 122.6 damage, 1.848s cast, 10s recharge, 10.19 End
  • Focus Chi - +20/+100% ToHit/Damage for 10s, 1.32s cast, 90s recharge, 5.2 End
  • Crippling Axe Kick - 132.6 damage, 1.848s cast, 11s recharge, 11.02 End
  • Dragon's Tail (PBAoE) - 73.82 damage, 1.716s cast, 14s recharge, 13.52
  • Eagle's Claw (higher innate crit chance) - 142.6 damage, 2.772s cast, 12s recharge, 11.86 End (also increases crit chance on subsequent attack)

I. Single-Target DPS

A. Street Justice
1. Typical Street Justice attack chain (requires +131% recharge enhancement in Crushing Uppercut):
Heavy-Rib-Shin-Crushing-Heavy-Rib-Shin-Sweeping
66.77 base DPS
5.48 base Endurance per Second
72.9 DPS w/ 10% avg crit rate
77.04 DPS w/ Rib Cracker's RES (5.68%)
142.15 w/ 95% damage enhancement
150.22 enh DPS w/ RES
156.16 DPS w/ over-time benefit of Combat Readiness @ 39-second cooldown
Tricked out w/ purple damage procs in Heavy, Sweeping, and Crushing Uppercut (35.3 avg damage each), a regular damage proc in Rib Cracker (14.35 avg damage) and -RES procs in Sweeping Cross and Shin Breaker:
155.02 DPS before -RES
177.04 w/ expected RES (14.2%)
182.96 DPS w/ Combat Readiness @ 39-second cooldown
216.46 DPS w/ Tier 3 Reactive DoT.
256.68 DPS w/ +50% global damage
2. Combat's best chain from his ATs&Powers forum post (requires +311.7% recharge in Crushing Uppercut):
Shin-Heavy-Rib-Shin-Crushing
72.09 base DPS
6.03 base EPS
78.71 DPS w/ 10% avg crit rate
82.2 w/ Rib Cracker's RES (4.44%)
153.47 DPS w/ 95% damage enhancement
160.29 enh DPS w/ RES
170.98 DPS w/ Combat Readiness @ 22 second cooldown
Tricked out w/ purple damage procs in Heavy and Crushing, a regular damage proc in Rib Cracker, and a -RES proc in Shin Breaker:
163.53 DPS before -RES
182.95 DPS w/ expected RES (11.88%)
193.73 DPS w/ avg Combat Readiness @ 22 second cooldown
224.91 DPS w/ Tier 3 Reactive DoT
266.3 DPS w/ +50% global damage
And now a couple of loony attack chains I was considering:
3. Rib-Shin-Rib-Crushing-Rib-Sweeping (requires +206% recharge in Crushing Uppercut, but more importantly it requires +279% recharge in Rib Cracker)
66.01 base DPS
5.24 base EPS
72.1 DPS w/ 10% avg crit rate
79.77 DPS w/ Rib Cracker's avg RES (10.65%)

140.59 DPS w/ 95% damage enhancement
155.56 enhanced DPS w/ -RES
165.34 w/ Combat Readiness @ 23.75 second cooldown
Tricked out w/ purple damage procs in Rib Cracker, Crushing Uppercut and Sweeping Cross, and -RES procs in Shin Breaker and Sweeping Cross:
157.3 DPS before -RES
185.97 DPS w/ -RES (18.23%)
195.32 DPS w/ Combat Readiness @ 23.75 second cooldown
227.1 DPS w/ Tier 3 Reactive DoT
267.35 DPS w/ +50% global damage
4. Heavy-Shin-Heavy-Crushing-Shin-Sweeping (requires +227% recharge in Crushing Uppercut, and +220% in Heavy Blow)
69.48 base DPS
5.85 base EPS
75.89 w/ 10% avg crit rate
(no innate -RES, because no Rib Cracker)
147.99 DPS w/ 95% damage enhancement
156.14 DPS w/ avg benefit of Combat Readiness @ 27.5 second cooldown
Tricked out w/ purple damage procs in Heavy Blow, Sweeping Cross and Crushing Uppercut and -RES procs in Shin Breaker and Sweeping Cross:
162.06 enhanced DPS
179.3 enh DPS w/ -RES (10.64%)
187.58 DPS w/ Combat Readiness @ 27.5 second cooldown
219.14 w/ Tier 3 Reactive DoT
259.11 DPS w/ +50% global damage
B. Martial Arts:
5. Martial Arts is much easier. Your basic optimized attack chain is Storm-Cobra-Storm-Crippling for 72.38 base DPS. That requires +225% recharge in Storm Kick, and +178% recharge in Crippling Axe.
Storm-Cobra-Storm-Crippling
6.06 base EPS
141.13 DPS W/ standard damage enhancement
158.77 DPS w/ a 12.5% average crit rate
179.2 DPS w/ avg Build Up @ 27.7 second cooldown
Tricked out w/ one damage proc in each attack, including a purple in Storm Kick:
175.87 DPS w/o Build Up
195.48 w/ Build Up @ 27.7 second cooldown
228.34 DPS w/ Tier 3 Reactive proc + Build Up.
267.12 DPS w/ +50% global damage
C. Now a couple of intentionally sub-optimal attack chains purely for selfish/concept reasons:
6. A standard Street Justice attack chain replacing Sweeping Cross with Spinning Strike. I'm interested in that substitution for a couple of reasons: First, I just like the way Spinning Strike looks, and second, I'm toying with the idea of skipping Sweeping Cross altogether -- not because I dislike the power, but because six attacks from a Primary set feels like a lot.
Heavy-Rib-Shin-Crushing-Heavy-Rib-Shin-Spinning Strike
5.93 base EPS
141.24 DPS ED enhanced w/ crits
149.18 DPS ED enhanced w/ Rib Cracker debuff (5.63%)
155.08 DPS w/ Combat Readiness @ 39 seconds
7. A standard Martial Arts attack chain replacing Crippling Axe Kick with Crane Kick. The reasoning here is mostly aesthetic, but also a tiny bit practical: I like to make my builds as exemplar-friendly as possible, and so it would be an advantage if all the parts of my ST attack chain came by level 8.
Storm-Cobra-Storm-Crane
5.92 base EPS
155 DPS ED enhanced w/ 12.5% avg crit rate
174.94 DPS w/ Build Up @ 27.7 seconds
D. DPS Conclusions:
Just from a casual glance at the attack stats, MA should theoretically win before -RES debuffs and StJ should theoretically pull away after you add enough +damage buffs and procs. Both of those at-a-glance conclusions are true in principle, but what's surprising is just how much extra damage it takes before Street Justice starts to pull away.

The numbers suggest that, short of high-end builds using Shield Defense and/or Fiery Aura, MA will remain at worst tied with Street Justice even using its best-case -RES attack chain. In fact, even my best StJ attack chain at the extreme high end (lots of procs, +50% global damage, Reactive DoT) only edges an analogous MA build by 0.23 DPS. Obviously Street Justice will provide more benefit to a team in a hard-target situation, but even that's a tad misleading because the two -RES procs don't self-stack; if your teammates use them there's a decent chance yours will be wasted, or at least diminished.

The numbers also reinforce what many of us already suspected: Street Justice's single-target DPS is largely unaffected by recharge buffs. Chasing a faster cycle time on Crushing Uppercut may be worthwhile from a general-purpose, qualitative standpoint, but in an over-time context the extra damage from faster CU tends to be offset by the extra damage from more -RES debuffage.

Finally, we see that Street Justice is no more endurance intensive than MA against a single target.
II. Burst Damage
This is just kind of a random exercise for me to (try to) gauge which set is better over the short term. I make no guarantees that the tactics I propose are the best for burst damage; I'm just trying to estimate how much damage each set will do over the duration of its self-damage buff.

So if we pop Combat Readiness followed by a chain of Crushing-Heavy-Shin-Heavy-Rib-Shin-Crushing and we have standard 95% damage slotting and a 10% crit rate:

Total time elapsed is 1.32 (Combat Readiness) + 12.144 seconds (attacks) = 13.46 seconds. Total damage dealt is 2609.1, unless we consider the -RES debuff in Rib Cracker, which should affect at least the next two attacks (Shin Breaker and Crushing Uppercut) -- in which case our total damage jumps to 2682.75.

StJ's "Burst" DPS for lack of a better term is therefore 2682.75 / 13.46 = 199.25. (If you're wondering why the attack chain is allowed to be >10 seconds long, it's because you still get the benefit of your damage buff as long as you start the attack before the end of the buff's duration. In our case, we're starting the last Crushing Uppercut with ~0.23 seconds to spare, which may be too slender a margin to prove feasible in practice, but meh.)

Our bursty tactic for MA could go in two different directions. Personally, both for aesthetics and for extra mitigation, I favor using Eagle's Claw, which is a clunker for DPS but adds a significant amount of extra damage for burst/AoE purposes because it boosts the crit rate of the subsequent attack by 33% (AFAIK that's additive, so if your next attack usually has a 10% crit rate, Eagle's Claw gives it a 43% crit rate).

Anyway, if we pop Focus Chi and then hit Eagle-Crippling-Storm-Cobra-Storm-Eagle we end up with a total (non-crit) damage of 2081.4 over 1.32 + 11.352 = 12.672 seconds.

With crits, we get:

Eagle (15% crit) = 483.77 damage
Crippling (43% crit) = 559.37 damage
Storm (15% crit) = 280.15 damage
Cobra Strike (10% crit) = 397.84 damage
Storm (repeated) = 280.15 damage
Eagle (repeated) = 483.77 daage

2485.05 damage, or 196.1 "burst" DPS. And at the end of the Focus Chi buff, we're primed for another Eagle-enhanced crit attack.

For curiosity's sake, let's try a simpler MA burst tactic, just chaining our single-target attacks as normal after a Focus Chi buff:

Focus Chi -> Storm-Cobra-Storm-CaK-Storm-Cobra-Storm-CaK for 2790.14 damage over 1.32 + 11.616 = 12.936 seconds, or a "burst" DPS of 215.7.
Burst conclusions: I honesty thought MA would win more convincingly here, but Street Justice makes a proud showing. Admittedly, the inclusion of the damage buff's cast time dilutes the differences between the various chains, but I don't know that it's fair not to include the buff's cast time, given that the entire exercise is predicated on our getting every last moment's worth of +damage.

III. AoE Damage
On paper, Street Justice crushes MA's AoE damage capability. After all, Street Justice has a cone and a TAoE, whereas MA only has a PBAoE. MA's PBAoE has a larger area than Spinning Strike, which is an advantage, but it's an advantage that's very hard to quantify.

Leaving that question of area aside, I thought it'd be interesting to just weigh the AoE damage output of each set, even though I know the results will be skewed in Street Justice's favor.

Our assumptions: The MA build needs a minimum of +225% recharge in Storm Kick to run its optimal attack chain, and Street Justice doesn't seem to have an overwhelming preference one way or the other, so we'll say for the sake of argument that both characters have +225% recharge in their AoE attacks too. Damage enhancement will be at the customary +95%, and we'll start with no procs of any kind. So:
Sweeping Cross (50-degree cone, 5 targets max) - 182.99 damage*, 1.848s cast, 2.46s recharge
Spinning Strike (6-ft-radius TAoE, 10 targets max) - 187.86 damage*, 1.98s cast, 4.92s recharge

versus

Dragon's Tail (8-ft-radius PBAoE, 10 targets max) - 143.95 damage, 1.716s cast, 4.3s recharge
If we assume that you're just standing in place spamming AoEs (and nothing else) as soon as they recharge, then Sweeping Cross at combo level 0 is worth 182.99 / (1.848 + 2.46) = 42.5 per-target AoE DPS, or when fully saturated, 42.5 * 5 = 212.5 AoE DPS. By the same standard, Spinning Strike at level 0 is worth 187.86 / (1.98 + 4.92) = 27.2 per-target AoE DPS, or when fully saturated, 27.2 * 10 = 272 AoE DPS.

With a 5% crit rate (AoEs typically go against minions), Street Justice's idealized AoE DPS at combo level 0 is (212.5 + 272) * 1.05 = 508.7 AoE DPS. I was originally planning to modify those numbers @ combo level 3 but since we're spamming the AoEs as fast as they recharge that would be stretching reality a little too much even for me. Instead, if we assume that just Spinning Strike always manages to get to combo level 3, our Street Justice modified AoE DPS becomes 508.7 + (272 * 0.25) = 576.7.

By itself, and before crits, Dragon's Tail is worth 143.95 / (1.716 + 4.3) = 23.9 per-target AoE DPS, or 23.9 * 10 = 239 AoE DPS when fully saturated. But there's a wrinkle: if we hit Eagle's Claw before we hit Dragon's Tail, then the minion crit rate on Dragon's Tail shoots up to 38%. Happily, Eagle's Claw recharges faster than Dragon's Tail, so that should be possible to do.

Eagle-enhanced Dragon's Tail gives us 239 * 1.38 = 329.8 AoE DPS against ten targets. For those keeping score, that's very nearly as high as Spinning Strike at combo level 3 (353.6 AoE DPS against ten targets).
AoE Conclusion: The bottom line is that Street Justice is going to win, and win handily, any on-paper comparison of AoE damage with MA. That is, unless we somehow attempted to modify the damage figures by area of effect -- and I did consider trying that, but I frankly don't have the energy. It would be a pointless exercise anyway, probably even more misleading than simply ignoring area altogether.

What I will say is that in my subjective experience, Street Justice's AoE damage output feels (perversely) almost hampered by the combo system. Sweeping Cross is not, as melee cones go, a bad power. Its coverage is, IIRC, the same as Shadow Maul's. But where I easily get at least two and usually three targets with Shadow Maul on my DM characters, I rarely get even two on Sweeping Cross. Why?

Because Shadow Maul only encourages me to do one thing before I attack -- get into a good position. Sweeping Cross encourages me to do two things -- get into a good position and have that infernal combo-level orange circle lit. And even if the orange circle is lit, that arguably means that I should wait to use a different attack (Spinning Strike, Crushing Uppercut) first, so as to make the best use of the combo points.

All of that may just be inexperience talking, but that's how I've felt up to this point. As noted earlier, I've given serious thought to skipping Sweeping Cross to give myself an extra power pick to play with. That ain't because it's a bad power, but it also ain't because I've been overwhelmed by the power's AoE potential. Sweeping Cross is actually a decent single-target attack in its own right, but if we're looking at it as a single-target attack, then Rib Cracker and Shin Breaker are both more important (and Heavy Cross cannot be skipped if we've already skipped Initial Strike).

IV. "Regular" content
Ok, this is just a pet peeve of mine: namely, that I like, at worst, to be capable of two-shotting white minions. In my view, there's no point in playing a Scrapper if I can't do that consistently, and by consistently, I mean without considering crits or procs. So I want to see what it takes for each set to reach the two-shot standard.

A level 50 minion has 430.8 hitpoints.

With 95% damage enhancement, Street Justice can therefore one-shot a white minion with Crushing Uppercut @ combo level 2 or higher, or two-shot a white minion with Crushing Uppercut @ zero combo points and another attack of your choice.

Leaving Crushing Uppercut aside, we're left with three contenders -- Shin Breaker, Rib Cracker, and Sweeping Cross, with the caveat that Sweeping Cross will clear our combo points.

Rib + Shin deals (82.58 * (1+enhancement)) + ((102.6 * (1+enhancement)) * 1.075). At base, that works out to 192.875 damage. So we need an average damage enhancement in each power of:

192.875 * (1+x) = 430.8

x = 123.4%, or 28.4% over and above the customary ED-compliant 95%.

That's at least an achievable number, even before Musculature -- lower than I expected.

Martial Arts needs to two-shot minions with Storm + Cobra (or Crane Kick, which is functionally identical to Cobra Strike for our purposes). Those two powers deal 82.58 and 122.6 base damage, respectively (and before crits). So we need an average damage enhancement in each power of:

(82.58 + 122.6) * (1 + x) = 430.8

x = 110%, or 15% over and above the customary ED-compliant 95%.

And just for kicks, how much damage enhancement would it take for Eagle's Claw to consistently one-shot a minion, a la Crushing Uppercut?

142.6 * (1 + x) = 430.8

x = 202.2%, or 107.2% over and above the customary ED-compliant 95%.
All of that said, MA is easier to get to the point where you're two-shotting minions consistently, but to be fair, a Street Justice character who one-shots a minion with CU and then three shots a second minion with builders has used the same number of attacks as the MA Scrapper who uses two attacks on each. This category is a very very slight edge to MA.

V. TL;DR Conclusion:

Some of my original reservations about both sets were unfounded. I didn't expect MA to be as competitive as it is both in long-term DPS and AoE damage. And though I knew StJ had its strengths, I honestly didn't expect the burst and two-shot comparisons to be as close as they are.

After having played my StJ/EA Scrapper up to level 35, I still have a couple of aesthetic/qualitative hangups about the set. For example, I'm not fond of Shin Breaker's animation (and definitely not fond of losing it if I exemp below level 26), but I almost feel like I have to take it. The number of attacks StJ encourages you to take is also a bit of a sticking point, as is the combo system: I can't help feeling like the combo system sometimes encourages sub-optimal behavior, but maybe that's just my own inexperience with the set talking.

Street Justice is extremely well designed, though. With the possible exception of Initial Strike, every power in the set is attractive in its own way, but not so attractive that it outshines the others. The combo system provides nice perks and an extra wrinkle to keep the player's attention. From the developers' point of view, my own misgivings are almost an endorsement. Lacking a clearly superior option isn't a bad thing unless you're a compulsive power gamer.

And I'm so compulsive that I'm tempted to go in the opposite direction, to treat the lack of a superior option as a strength in itself: if Street Justice derives no significant advantage from stacking +recharge bonuses to tighten its attack chain, then I figure you might as well roll a lowish +recharge build, in which case the best Secondary choices are Willpower, Shield or possibly even Super Reflexes.

As for MA, it remains one of the prettier power sets in the entire game, and though I still feel MA has a bit of a mechanical identity crisis (what it does well, it doesn't do well enough to justify its lack of utility elsewhere), I've been pleasantly surprised by some of the numbers I found here. On the whole, I'd say Street Justice is better designed, but that's an almost entirely abstract judgment, based on how I believe I'd feel if I were a game designer. As a player, I'm not seeing a huge numerical disparity one way or the other between these two thematic cousins.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

A note about the calculations

In order to analyze Street Justice from the ground up as opposed to my usual, lazier, plug-in-the-final-numbers-from-Mids' approach, I had to make a new spreadsheet. (Available here, if anyone's curious, though unfortunately it only seems to work in OpenOffice format. Neither Excel nor Google docs likes my little dropdown menus.)

And as long as I was making a new spreadsheet, I thought I might as well go whole hog, incorporating -RES procs, over-time Build Up benefits, stuff like that. But since I'm by no means a math or a spreadsheet guru, there's a decent chance I handled some of the mechanics the wrong way. So what follows is a short rundown of my methodology. If you see a mistake, please feel free to correct me.

Rib Cracker's RES debuff: I didn't put this directly into the spreadsheet because it seemed relatively simple. I just multiply the number of Rib Crackers per attack cycle by 5 seconds (the duration, AFAIK, of the debuff), and then I divide that number by the length of the attack cycle. The result is multiplied by the 7.5% strength of the debuff. So if you have a 13 second attack cycle with two Rib Crackers in it, you'd get:

((2 Ribs * 5 seconds) / 13 seconds) * 7.5 = 5.77% over-time -RES

I'm not 100% positive that the Rib Cracker debuff double stacks, but I have no reason to believe that it wouldn't (and in fact, the very short duration tends to suggest that it does, a la Sonic Blast).

-RES Procs: These are a little more complicated. The duration of each is about 10 seconds, but they can't self-stack (Edit for clarity: Each proc doesn't stack with itself; the two -RES procs do stack with each other). So a 20% chance to fire the Achilles' Heel proc corresponds to 0.2 procs per proc check, but the faster you use the relevant attack, the more 'wasted' procs you'll have.

To deal with that problem, I borrowed Arcanaville's explanation over in a Brute thread. Basically she describes the proc's uptime as:

10 seconds / (10 + (4 * (length of proc cycle))

That number is then multiplied by the 20% strength of the debuff. So let's say you had a 4 second attack string with one proc check in it; you'd end up with:

(10 / (10 + (4 * 4))) * 20 = 7.69% over-time -RES

But in my case, I wasn't necessarily working with short attack strings. The first attack chain I discuss, for example, has a Fury of the Gladiator Proc in Sweeping Cross, which is only used once per 13.2 seconds. The FoG proc in that chain doesn't have any risk of self-stacking. So anyway, my messy way of dealing with -RES procs in my spreadsheets was to have the user enter the number of times each proc is checked per attack string, and then the sheet calculates:

0.2 * ((10 / ((IF((chain length / number of checks)>10;(chain length/ number of checks);10)) + (4 * (chain length / number of checks))

Spreadsheet pros almost certainly have a much neater approach, but this one seems to work. If the interval between proc checks is longer than 10 seconds, then the uptime is simply 10 / (5 * proc check cycle). If the interval between proc checks is shorter, then we try to weed out wasted procs by using the aforementioned 10 / (10 + (4 * cycle)) uptime calc.

Reactive Interface DoT: There's been some doubt about how the Reactive DoT works for awhile now. Near as I can tell from a combination of my own personal testing and the reports of reliable sources, the DoT is stackable up to eight times (total, from all sources including pets and other players), but there's a wrinkle: each tick of the DoT apparently has a chance to fail.

And I don't know what the chance of failure is, exactly.

What we do know is that there's a 75% chance that the DoT will be invoked to begin with. We can guesstimate reasonably that the chance of each subsequent DoT tick is also 75% (there's a decent chance it's 80%, like other fire DoTs, but I'd rather err on the side of lower).

If the stacking limit is 8, then it's virtually impossible that a single Scrapper will hit the DoT ceiling attacking on his own. So anyway, I probably handled it wrong, but I estimated the tier 3 Reactive DoT at 5 * (0.75 * 13.36) = 50.1 damage per attack.

Note that I didn't include Reactive's -RES component at all.

Estimating Combat Readiness' and Focus Chi's average benefit:

Damage buffs are pretty simple to average out over time, as long as you take that averaging with the usual grain of salt. In the case of Focus Chi (Build Up by another name), it's just a matter of estimating the power's uptime and multiplying that by the strength of the damage buff, and then accounting for the 1.32 seconds of dead space every cycle when you activate the power.

To estimate FC/CR uptime for my chains, I've just taken the amount of recharge required to run the chain and applied that to the 90-second base cooldown on Focus Chi and Combat Readiness. So if your attack chain requires +131% recharge in Crushing Uppercut, I estimate Combat Readiness at 90 / (1 + 1.31) = 39 seconds of recharge, or 10 / 39 = 25.6% uptime.

That uptime corresponds to a 0.256 * 0.625 = 16% average buff to base damage, but you're also losing about 3% of your total damage output to the cast time for Combat Readiness (1.32 / 39 seconds = 0.0338, or 3.38%).

I ignore Combat Readiness' combo-point bonus in the single-target DPS section because a long-term measurement of single-target DPS tends to minimize that aspect of the power. Sure, if you manage to time your CR so that it compensates for one of your builders' missing before a big Crushing Uppercut, then that's helpful -- but by the same token, if you delay your use of CR to account for builders missing, then you also diminish the over-time benefit of CR's damage buff.

There are, in fact, so many complications that go along with the 5% minimum miss chance for Street Justice that I feel miss chance isn't worth incorporating at all. Suffice to say that whatever slight penalty my estimates assign to Combat Readiness is probably offset by the slight advantage my no-miss estimates give to Street Justice as a whole set.

All of that said, there are aspects of the mechanics here that I may not fully understand or cannot reasonably quantify. Some things are fudged a little on purpose, either for convenience or because I just wasn't sure: for example, I don't know at what precise moment the damage buff for Build Up goes into effect. Is it at the instant the animation for the power stops playing, or at some point during the animation? Likewise, does the 5 second duration of Rib Cracker start when the character is finished, or when knee actually meets groin?

TL;DR: The numbers presented in this thread aren't meant to be taken as exact predictors of in-game performance. They are meant to be accurate enough to serve as a basis for comparison, given a uniform and plausible set of assumptions. If you feel like I've made an error, I'm happy to hear about it, and I'm also happy to hear about anecdotal experiences with each power set.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Thanks for running the numbers.

My putative "main" is a release-era MA/SR 50 that ive spent a lot of time on over the years, and been thru the vagaries of both MA and SR changes with.

I've been really excited by SJ since beta, and have been having a lot of fun with it.

I have not done the hard analysis, but subjectively I feel like my MA toon is maybe a little harder hitting overall but I personally find Street Justice to be much more _satisfying_. It's brutal and fast "feel" suits me better than MA's more elaborate animations, and I particularly like how well the powers chain together for a very dynamic looking flow from move to move.


As a tangent, do you have any IO slotting insights between the two sets?


 

Posted

I was hoping STJ does more damage due to the whole combo gimmick. But it still loses to just a straight button spam set


 

Posted

Yeah but I like the uppercut thing better then the flip in the air thing...


Maybe you should throw this in the guide section or something... Save the nice work you've done. Or I could just send peeps to here next time it comes up


 

Posted

Quote:
Originally Posted by Dz131 View Post
I was hoping STJ does more damage due to the whole combo gimmick. But it still loses to just a straight button spam set
Me too. I didn't buy the set because I'm not exactly a melee junkie and I HATE the sounds (plus I still have to level my katana and BD - and Beam and DP toons since I've been so altoholic with all those new sets), but well, I don't think I'll ever buy the set now since I find MA quite underwhelming already (except on Tankers due to the new gimmicks they added but it's the only Tanker I still haven't deleted past 20)


 

Posted

Nice post, enjoyed reading it.

Quote:
the two -RES procs don't self-stack; if your teammates use them there's a decent chance yours will be wasted, or at least diminished.
Are you sure about this? I always thought -res procs stacked if they were from different sources, but never bothered to check it out, so if you've got firsthand experience on this I would be interested.

I tried to look at your spreadsheet but my mind exploded, and I could not find if you accounted for misses or not. StJ, with the combo system, the -res and the -res procs, is going to suffer a lot more from misses than MA.


 

Posted

I know this is a very in depth analysis, and you clearly put a lot of effort into it, as well as making it easy to understand for non power gamers....BUT..

1. Typical Street Justice attack chain (requires +131% recharge enhancement in Crushing Uppercut)

How is a 'typical' attack chain, requiring 131% rech? Be serious. To get that without outside buffs/power set buffs (quickness) you would need to be at max enhancement for rech, as well as a T4 spiritual alpha boost...that is hardly typical in any sense.

Again, I totally realise you are giving power gamer builds with purples and incarnate stuff as examples, but maybe just a little more clarification? Afterall, some more casual players might want a rough analysis of StJ vs MA.


 

Posted

Quote:
Originally Posted by Dz131 View Post
I was hoping STJ does more damage due to the whole combo gimmick. But it still loses to just a straight button spam set

Seriously...how DARE the set need to use the mechanic that makes it unique in order to do its best performance!! Did you think before typing that, at all? Its like claiming SS doesnt do good damage, them mentioning you don't have Rage activated.


 

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Thanks for all the comments.

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Originally Posted by KillerShrike View Post
I've been really excited by SJ since beta, and have been having a lot of fun with it.

I have not done the hard analysis, but subjectively I feel like my MA toon is maybe a little harder hitting overall but I personally find Street Justice to be much more _satisfying_. It's brutal and fast "feel" suits me better than MA's more elaborate animations, and I particularly like how well the powers chain together for a very dynamic looking flow from move to move.


As a tangent, do you have any IO slotting insights between the two sets?
Apart from the obvious, not really. StJ leans on -RES debuff(s), so it should benefit more from proc effects and Reactive Interface. StJ also seems not to care overmuch how much +recharge you have, so my conclusion is that it's best paired with a secondary that also doesn't benefit from recharge. You can pretty easily go max-defensive on, say, a Willpower Brute or Scrapper and run my attack chain #1 for a miniscule drop in single-target DPS as compared with (seemingly) the best attack chains possible.

That's kind of an indirect strength of the set, I think. On the flipside, one of the reasons I felt prompted to compare MA and StJ in the first place is that I'm not thrilled by the number of attacks StJ seems to want you to take. That's not so much an IO slotting insight as it is a power-pick-investment qualm, but it is worth noting that many melee attack sets require less investment and thus afford more build freedom.

Quote:
Originally Posted by Dz131 View Post
I was hoping STJ does more damage due to the whole combo gimmick. But it still loses to just a straight button spam set
Eh, that's not the conclusion I'd draw, for what it's worth. The fact that StJ is competitive with, and eventually must outpace a set whose only real strength is (presumably) single-target damage is actually pretty impressive, given that StJ is also potentially increasing the entire team's damage by a non-trivial amount in the process.

And also given StJ's higher AoE capability. The main reason the above results may surprise (and possibly disappoint StJ advocates) has more to do with MA's meh-tastic reputation, some of it well-deserved, but most of it simply due to other sets' having much better utility on top of comparable single-target damage (most notably Dark Melee, but now you can add StJ to the list). I think MA could stand another buff or two; don't get me wrong, but it's still among the better single-target damage dealers in all of Scrapperdom.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Iggy_Kamakaze View Post
Yeah but I like the uppercut thing better then the flip in the air thing...
Heh, it is a pretty brutal looking uppercut, isn't it?

Quote:
Originally Posted by Nihilii View Post
Are you sure about this? I always thought -res procs stacked if they were from different sources, but never bothered to check it out, so if you've got firsthand experience on this I would be interested.

I tried to look at your spreadsheet but my mind exploded, and I could not find if you accounted for misses or not. StJ, with the combo system, the -res and the -res procs, is going to suffer a lot more from misses than MA.
My understanding of the -RES procs is that they work like Tanker Bruising. Instead of simply applying a debuff as if from an external source onto the target, the procs force the target to cast a debuff on himself. There are apparently two consequences of that mechanical quirk: the first is that the debuff won't self-stack, but on the upside, the debuff also bypasses the purple patch (because the target is the caster, and is thus always even con to itself).

I could be wrong about all of the above, but I'm pretty sure that at least Achilles' Heel works that way. There was definitely some non-stacky-ness with Achilles' Heel back when it was introduced.

[EDIT]Oh, and no, I didn't include misses, because as you point out they're just too complicated for Street Justice. I probably should have mentioned that more prominently, but there is a note about that in the second post:

Quote:
Originally Posted by Obitus View Post
I ignore Combat Readiness' combo-point bonus in the single-target DPS section because a long-term measurement of single-target DPS tends to minimize that aspect of the power. Sure, if you manage to time your CR so that it compensates for one of your builders' missing before a big Crushing Uppercut, then that's helpful -- but by the same token, if you delay your use of CR to account for builders missing, then you also diminish the over-time benefit of CR's damage buff.

There are, in fact, so many complications that go along with the 5% minimum miss chance for Street Justice that I feel miss chance isn't worth incorporating at all. Suffice to say that whatever slight penalty my estimates assign to Combat Readiness is probably offset by the slight advantage my no-miss estimates give to Street Justice as a whole set.
Quote:
Originally Posted by MisterD View Post
1. Typical Street Justice attack chain (requires +131% recharge enhancement in Crushing Uppercut)

How is a 'typical' attack chain, requiring 131% rech? Be serious. To get that without outside buffs/power set buffs (quickness) you would need to be at max enhancement for rech, as well as a T4 spiritual alpha boost...that is hardly typical in any sense.
You're right, that is a little misleading. I don't mean that the attack chain is "typical" in the sense that anyone can run it on SOs; the chain is "typical" in the sense that it follows the natural pattern encouraged by the combo system.

Still, and to be brutally frank, +131% recharge is about as typical as I get. In the context of this particular forum, it's an absolutely trivial amount of recharge for an optimized attack chain.

My goal with the Street Justice chains was to present a range of performance, from the pedestrian to the borderline impossible. The second chain, for instance, the one from Combat's thread, is nearly unachievable without external buffs. Ordinarily I wouldn't even consider a chain that requires >400% recharge, but I thought his chain made for an interesting comparison. Since I pulled that chain from someone else's analysis, it also provides a bit of a sanity check.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Interesting comparison.

It actually turned out more or less how I expected it would, with Street Justice and Martial Arts actually being so close in terms of performance that the only real difference between them is which aesthetic you prefer.

Me, I like Street Justice's aesthetic better. It just feels "crunchier" and more like an actual fighter would fight, as opposed to Martial Arts' more tournament martial arts style. Sseriously, you're never going to see a real martial artist throw a Storm Kick in a serious fight, and Eagle's Claw is impossible for all but the most acrobatic practitioner. Tony Jaa or someone similar could probably pull off something like it, but the hang time in the middle of it defies the laws of physics.

Your comparison is actually encouraging news. It shows that Street Justice is competitive with Martial Arts, and Martial Arts (after the most recent buffs) is one of the better DPS sets available to scrappers (but not quite the best)

And actually, 131% recharge is not difficult to obtain at all. You'll be getting 95% out of enhancement slotting if you slot heavily for recharge, and the additional 36% needed is pretty easy to get. Electric Armor and SR get 20% of that built into their secondary, and Energy Aura gets 40% in a crowd (so EA can do it with no IOs required if you can stay in a crowd all the time).


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Where is this +50% dmg coming from?


 

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Quote:
35 levels later, and my powergamer sense started tingling.
heh

I knew this was going to be a good post. Thanks, man.

Also - hope you've recovered from Game 5. Peeps are still moping about it around here.


 

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Quote:
Originally Posted by ClawsandEffect View Post
It actually turned out more or less how I expected it would, with Street Justice and Martial Arts actually being so close in terms of performance that the only real difference between them is which aesthetic you prefer.

Me, I like Street Justice's aesthetic better. It just feels "crunchier" and more like an actual fighter would fight, as opposed to Martial Arts' more tournament martial arts style. Sseriously, you're never going to see a real martial artist throw a Storm Kick in a serious fight, and Eagle's Claw is impossible for all but the most acrobatic practitioner. Tony Jaa or someone similar could probably pull off something like it, but the hang time in the middle of it defies the laws of physics.
Your first paragraph quoted above is a pretty good summary, but I'm not sure I'd go quite as far as you do: there are substantial differences between the two sets' capabilities; those differences just don't necessarily show up as clearly as I'd expect on paper.

On the aesthetic, I originally felt the same way. The thing that gave me pause as I started to consider end-game builds was the flow of the attacks -- and though Street Justice does have a more viscerally appealing feel as a whole set, I'm not sure that an attack chain prominently featuring Rib Cracker and Shin Breaker (and without Initial Strike) would flow as well as Martial Arts. To put it another way: I'm kinda afraid I'll end up with an attack string that's mostly kicks with the occasional punch thrown in, and with the exception of Spinning Strike, Street Justice's kicks aren't as pretty as Martial Arts'.

Yeah, I'm that shallow.

To echo Kioshi, I'm also kind of on the fence about Street Justice's sound effects. On the day that StJ first went on sale, one of my SG mates remarked that he thought the hits sounded too similar to the misses. At first I didn't see what he was talking about, but as I've played the set I think I'm starting to agree with him. With Martial Arts, there's no confusion: misses are whiffs and hits give you an unmistakeable (and quite satisfying), "KA-POW!"

All of that is subjective preference, though. I think ultimately I'm going to end up rolling an MA/EA Scrapper to fill the original concept I was chasing, and probably an StJ/Will to exploit the gloriously even performance curve of StJ's power-pick-intensive attack chains. Anyway, I appreciate your thoughts.

Quote:
Originally Posted by Dz131 View Post
Where is this +50% dmg coming from?
Originally the +50% damage came from one of the end-game builds I drew up for my */EA Scrapper. T4 Musculature adds (at minimum, if all of your powers are already at the ED soft cap for damage enhancement) ~32% in effective global +damage. Assault adds another 10.5%, and from there it's not hard to scrape up another 7.5%.

I thought it was a decent approximation of "best-case" +damage on a non-Shielder. As it happens, my comparison ends at around the point after which Street Justice will begin to pull ahead, but that's purely accidental. I honestly thought StJ would pull ahead before that, but my at-a-glance preconceptions didn't factor in Focus Chi and Combat Readiness. Focus Chi is just flat-out better in a long-term DPS context.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Rad_Avenger View Post
heh

I knew this was going to be a good post. Thanks, man.

Also - hope you've recovered from Game 5. Peeps are still moping about it around here.
Thanks

Still reeling from Game 5. Still wondering why Charlie didn't try to shake up the lineup a bit. Super Roy deserved better than that.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by MisterD View Post
How is a 'typical' attack chain, requiring 131% rech? Be serious. To get that without outside buffs/power set buffs (quickness) you would need to be at max enhancement for rech, as well as a T4 spiritual alpha boost...that is hardly typical in any sense.
Cheapo frankenslotting can easily run around 90% recharge without hurting damage output. Add in Hasten, and you're well over the +131% entry fee at least while Hasten is up. And getting over 40% recharge out of recharge bonuses I'd consider fairly typical in even lowish budget IO builds. Don't Luck of the Gambler globals only cost 2 alignment merits? And 5% recharge bonuses are plentiful.

Typical for leveling? No, though I could be running it part time by the mid 30s, which is when I usually frankenslot my attacks. Typical for a level 50 with IOs? Seems like it to me. I don't know how typical players build their 50s, though. Maybe they just randomly slap builds together with no specific goal in mind? I don't know. Still, it seems like any player that cares about attack chains (and thus is reading about them on the forum) would also understand that they require a certain recharge, and understand how to build for the required recharge (at least at this level of recharge - building for a +300% recharge chain might be beyond their current understanding or budget or both, and if they achieved it, we could hardly call them typical at that point).

Quote:
Originally Posted by MisterD View Post
Seriously...how DARE the set need to use the mechanic that makes it unique in order to do its best performance!! Did you think before typing that, at all? Its like claiming SS doesnt do good damage, them mentioning you don't have Rage activated.
Is that how you read it? I read it as "Since Street Justice requires me to put in more effort, I was hoping it would reward that effort with more damage. I am disappointed that it does not." That seems a reasonable interpretation, and a reasonable comment to make. Even if my interpretation is wrong, you might think about how else you could interpret a statement before insulting someone for not thinking.

And in response to my interpretation of the original comment, it hasn't seemed to me that the game is balanced to reward effort. Low effort sets tend to perform about the same as well-played high-effort sets. I think there should be a minor reward for effort, but maybe it's for the best that there isn't, as it might push the powergaming crowd to specific sets much more so than it does today. I like the flexibility of taking a low effort set when I just feel like relaxing without feeling like I'm being penalized. I suspect the mythical "typical player" might feel the same.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

[QUOTE=MisterD;3955194


How is a 'typical' attack chain, requiring 131% rech? Be serious. To get that without outside buffs/power set buffs (quickness) you would need to be at max enhancement for rech, as well as a T4 spiritual alpha boost...that is hardly typical in any sense.

[/QUOTE]

It isn't 131% global recharge that is needed to run the chain. It is +131% recharge in the power Crushing Uppercut.

You can easily achieve 95% +recharge from slotting. At that point your only in need of another 36% from global bonus Since you have probably already taken 4 melee attacks from your primary slotting up 4 sets of Crushing Impacts while leveling isn't a stretch to call normal, that nets you 20% bonus. Spending 4 A merits on 2 LotG's gets you another 15% for 35% global Bonus. At that point your only 1% off to run the typical chain. Anyother global buff you can snag at that point does the job.


Global: @Kelig

 

Posted

That's awesome, Orbitus. Great work, thanks for taking the time to make and share that with us.

I was pretty hyped about StJ because of a post saying it could be the top DPS primary for scrappers. I'm glad it's comparable and that it's not blowing other primaries out of the water. Some of the original 6 are still my favorites. MA, DM, Kat and Spines (Haven't played Claws or BS yet) still hold their own to the new and proliferated... Ok, maybe Spines not as much but it's still a fun concept.

I'm hoping with this in-depth comparison, we won't see the "MA/SR build suggestion" thread with replies saying "Make a StJ/Shield instead."


 

Posted

tl,dr:

Martial Arts kicks butt....single target.

I think it needs a touch or two still, but to be honest, the heavy weapon sets need it more, as they are saddled with both lethal damage (heavily resisted) and weapon redraw.

Ya know, it'd be awesome if Crane Kick did extra damage if you knocked the baddies into vertical objects. (sigh) That'd be COOL, and give a reason for melee to slot the knockback sets and treasure the cave maps.


 

Posted

Quote:
And in response to my interpretation of the original comment, it hasn't seemed to me that the game is balanced to reward effort. Low effort sets tend to perform about the same as well-played high-effort sets. I think there should be a minor reward for effort, but maybe it's for the best that there isn't, as it might push the powergaming crowd to specific sets much more so than it does today. I like the flexibility of taking a low effort set when I just feel like relaxing without feeling like I'm being penalized. I suspect the mythical "typical player" might feel the same.
You know, I think Titan Weapons rewards effort fairly well.

I asked for the numbers from people who had access to the set, and it was immediately obvious Titan Weapons has potential for stupidly great ST DPS as well as AoE output.

Then, today, I finally got my TW alt bumped to level 50 and went to try it out. Momentum can be tricky to use well, as even your standard mob encounter can be dynamic enough in that you might want to attack a specific target that is not necessarily in melee range and so on, and I found that, while I still performed nicely (can't go wrong with a bunch of AoEs), it wasn't nearly as good as a spreadsheet analysis considering Momentum as a reliable thing would show. Additionally, as that D20 can roll a 1, it'll require more adaptability than your run-of-the-mill powerset, as you might have to adjust your attack chain on the fly.

I believe skilled players will get a lot out of TW, while the rest of us normal beings will have a solid, great but not overpowered powerset. It is probably going to top the charts on pylon soloing and such, in the same way that DM with 10 targets in range is up there too, but in normal gameplay, it might require being fairly fast to attain that level of performance.


 

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Quote:
Originally Posted by ClawsandEffect View Post
Me, I like Street Justice's aesthetic better. It just feels "crunchier" and more like an actual fighter would fight, as opposed to Martial Arts' more tournament martial arts style. Sseriously, you're never going to see a real martial artist throw a Storm Kick in a serious fight, and Eagle's Claw is impossible for all but the most acrobatic practitioner. Tony Jaa or someone similar could probably pull off something like it, but the hang time in the middle of it defies the laws of physics.
This statement summed it up perfectly for me, above and beyond anything else.


Types of Swords
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Posted

@ ricohdah: Thank you for the kind words. I was pleasantly surprised too.

@ Nihilii: Very good points about Titan Weapons. It looks like a very interesting set mechanically, and like you, I'm sure those mechanics'll be exploited to the fullest. Honestly, I'm almost glad I have no interest in the set from an aesthetic standpoint, because I have too many build ideas I wanna develop as it is!

@ No one in particular:

I was reworking my spreadsheet earlier to adapt it for Blasters, and discovered a small boo-boo in the original calcs, vis-a-vis Focus Chi and Combat Readiness. I had the activation time in the wrong place, so I was very slightly underselling the buffs' benefit. For example, in the first chain, I multiplied the total damage by (39 recharge - 1.32 cast) / 39 = 0.966 to account for the dead time every cycle. But your cycle time is the recharge added to the activation, so what I should have used is:

39 / (39 + 1.32) = 0.967

Anyway, it's a small enough difference that I'm going to leave the original numbers intact in the OP (usually no more than about 0.5 DPS, sometimes less). The corrected values follow:

Street Justice

Chain 1 changes:
156.34 DPS w/ CR @ 39 second cooldown

183.17 DPS w/ procs + RES debuffs + Combat Readiness @ 39-second cooldown
216.71 DPS w/ Tier 3 Reactive DoT.
256.97 DPS w/ +50% global damage
Chain 2 changes:
171.6 DPS w/ Combat Readiness @ 22 second cooldown

194.43 DPS w/ procs + RES + Combat Readiness @ 22 second cooldown
225.73 DPS w/ Tier 3 Reactive DoT
267.26 DPS w/ +50% global damage
Chain 3 changes:
165.85 w/ Combat Readiness @ 23.75 second cooldown

195.92 DPS w/ procs + RES + Combat Readiness @ 23.75 second cooldown
227.81 DPS w/ Tier 3 Reactive DoT
268.18 DPS w/ +50% global damage
Chain 4 changes:
156.5 DPS w/ avg benefit of Combat Readiness @ 27.5 second cooldown

188.01 DPS w/ procs + RES + Combat Readiness @ 27.5 second cooldown
219.64 w/ Tier 3 Reactive DoT
259.7 DPS w/ +50% global damage
Martial Arts
Chain 5 changes:
179.61 DPS w/ avg Build Up @ 27.7 second cooldown

195.93 w/ procs + Build Up @ 27.7 second cooldown
228.86 DPS w/ Tier 3 Reactive proc + Build Up.
267.72 DPS w/ +50% global damage
Intentionally Suboptimal
Chain 6 changes:
155.26 DPS w/ Combat Readiness @ 39 seconds
Chain 7 changes:
175.34 DPS w/ Build Up @ 27.7 seconds


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Interesting comparison.

It actually turned out more or less how I expected it would, with Street Justice and Martial Arts actually being so close in terms of performance that the only real difference between them is which aesthetic you prefer.

Me, I like Street Justice's aesthetic better. It just feels "crunchier" and more like an actual fighter would fight, as opposed to Martial Arts' more tournament martial arts style. Sseriously, you're never going to see a real martial artist throw a Storm Kick in a serious fight, and Eagle's Claw is impossible for all but the most acrobatic practitioner. Tony Jaa or someone similar could probably pull off something like it, but the hang time in the middle of it defies the laws of physics.
In a game where people summon demons, shoot fire, leap tall buildings, and fly, you want to talk about a kick that defies physics? You must walk to your missions lol

But seriously all jokes aside, I was very disappointed in this set, I don't see myself really playing this set, wish I could have tested it more, that way I wouldn't have wasted the points. I feel it is lacking in the AoE department, just because it has more AoE that MA, doesn't mean it's better. For instance, Dragon's Tail hits everywhere all around with a pretty good radius, StJ fails to have a power that does that. Not only that, you have to take time out of fighting to position yourself to get the maximum amount out of your AoEs.

Yeah, it's nice in the fact that it is a bit different and has a more natural feel to it, but overall nothing really that great and to me kind of fell short to MA, to me.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Thanks for the number crunch.

It saftely esures my decision not purchasing street justice wasn't a great loss.