Proposal: Hybrid Archetype
> Another note about your max damage table: "Dominators (held targets take more damage)". Ummm, no. Controllers get that benefit, not Dominators.
Sorry! I havent leveled a Dominator past level 10. Its just an Odd AT for me! Yea yea I remeber now, there was an inherent White like Build Up button that empowers them so targets take more dame (while held is increased)! Different mechanics to reach the same thing as trollers! At least thats how i've perceived it! |
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
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> But they are certainly not all close to each other in damage output.
Hmm.. Got an example powerset? |
My post focused mostly on melee sets because I know the most about them, as I usually play melee. Note that balancing the blast and support sets would be AT LEAST as difficult.
The max damage a power will do is determined by
A) The tier at which it appears in the set. SO you're not going to see KO Blow as a tier 1 power for example.
B) Any secondary effect the power may have. As a general rule, the more powerful the secondary effect, the less damage the power will do. That's not always true, but it is more often than not.
C) The AT using the power. This will affect both the base damage of the power and it's maximum potential.
My point earlier was that you absolutely HAVE to take Fulcrum Shift, Criticals, Fury, Defiance, Scourge, and Containment into account when you are designing a power. You can't design the power and then look at what those things do to it afterward. If you design a power without taking those abilities into account, there is a very good chance the power will end up too strong when buffed by those abilities.
Example: Say you design a blast set for Defenders that will be shared with Corruptors. You could add a very high damaging attack in the later tiers, but you have to look at what will happen when you add Scourge damage to it. If the attack is too powerful for a defender, it will be WAY too powerful when Scourge doubles it's damage.
Your Max Damage table you posted earlier makes a critical mistake. You put Brute max value at 1200 without Fury. I assume that means that is the max damage a power will do?
If that's the case and you make brutes that strong without taking Fury into account, when you add Fury after the fact your max damage changes from 1200 to 3000, with Fury increasing it's damage by 150% and blowing scrappers and stalkers out of the water. Criticals will not have the same effect of more than doubling the damage output at all times because their bonus is not reliable enough. It averages out to a 10% increase over a long enough period of time. So the assumption that because stalkers and scrappers have criticals it evens out is just plain wrong.
Now, if you want it to be balanced where it is just below scrappers and stalkers, you have to consider the effect Fury will have before you set an arbitrary amount. Setting the max value at 500 will have a net effect of the total damage ending up at 1250, which is close to the same amount you had, and takes Fury into account.
I'm not trying to bash you or your idea just for the sake of bashing. I firmly believe that if you are unable or unwilling to consider all the various things that could affect the balance of what you're trying to do, then you have no business trying to design it in the first place.
I have had a few power set and AT ideas myself. The most I do is "wouldn't this idea be cool?" rather than trying to design everything from the ground up myself. That's because I am very well aware that I am not qualified to be trying to balance a new AT in the context of this game. A power set is easier, but there's still a lot of stuff you have to consider doing that.
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. |
My point earlier was that you absolutely HAVE to take Fulcrum Shift, Criticals, Fury, Defiance, Scourge, and Containment into account when you are designing a power. You can't design the power and then look at what those things do to it afterward. If you design a power without taking those abilities into account, there is a very good chance the power will end up too strong when buffed by those abilities.
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Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
Yes, there is, but you are DRASTICALLY oversimplifying it.
The max damage a power will do is determined by A) The tier at which it appears in the set. SO you're not going to see KO Blow as a tier 1 power for example. B) Any secondary effect the power may have. As a general rule, the more powerful the secondary effect, the less damage the power will do. That's not always true, but it is more often than not. C) The AT using the power. This will affect both the base damage of the power and it's maximum potential. My point earlier was that you absolutely HAVE to take Fulcrum Shift, Criticals, Fury, Defiance, Scourge, and Containment into account when you are designing a power. You can't design the power and then look at what those things do to it afterward. If you design a power without taking those abilities into account, there is a very good chance the power will end up too strong when buffed by those abilities. Example: Say you design a blast set for Defenders that will be shared with Corruptors. You could add a very high damaging attack in the later tiers, but you have to look at what will happen when you add Scourge damage to it. If the attack is too powerful for a defender, it will be WAY too powerful when Scourge doubles it's damage. Your Max Damage table you posted earlier makes a critical mistake. You put Brute max value at 1200 without Fury. I assume that means that is the max damage a power will do? If that's the case and you make brutes that strong without taking Fury into account, when you add Fury after the fact your max damage changes from 1200 to 3000, with Fury increasing it's damage by 150% and blowing scrappers and stalkers out of the water. Criticals will not have the same effect of more than doubling the damage output at all times because their bonus is not reliable enough. It averages out to a 10% increase over a long enough period of time. So the assumption that because stalkers and scrappers have criticals it evens out is just plain wrong. Now, if you want it to be balanced where it is just below scrappers and stalkers, you have to consider the effect Fury will have before you set an arbitrary amount. Setting the max value at 500 will have a net effect of the total damage ending up at 1250, which is close to the same amount you had, and takes Fury into account. I'm not trying to bash you or your idea just for the sake of bashing. I firmly believe that if you are unable or unwilling to consider all the various things that could affect the balance of what you're trying to do, then you have no business trying to design it in the first place. I have had a few power set and AT ideas myself. The most I do is "wouldn't this idea be cool?" rather than trying to design everything from the ground up myself. That's because I am very well aware that I am not qualified to be trying to balance a new AT in the context of this game. A power set is easier, but there's still a lot of stuff you have to consider doing that. |
Yea, i see! But you are not seeing the big picture now! Brutes Fury will need to be significantly decreased! Base Damage Increased! Why? Well, so much Fury was great when Brutes were just on Red Side. Now that Tanks can go red side, brutes can go blue side, brutes arent getting nearly enough Fury like they would before, because Tanks are doing what they normally do, and thats hogging most of the Aggro. Hehe, i was in a team recently and the Tank was starting to feel really bad for the brute (the brute wasnt doing nearly enough Dmg and was getting upset), then the tank just stood back and was telling the brute to aggro the grp 1st, just for a minute, then the tank would jump in! Hehehehehehehe! I had a nice long chuckle!
Yea, i see! But you are not seeing the big picture now! Brutes Fury will need to be significantly decreased! Base Damage Increased! Why? Well, so much Fury was great when Brutes were just on Red Side. Now that Tanks can go red side, brutes can go blue side, brutes arent getting nearly enough Fury like they would before, because Tanks are doing what they normally do, and thats hogging most of the Aggro. Hehe, i was in a team recently and the Tank was starting to feel really bad for the brute (the brute wasnt doing nearly enough Dmg and was getting upset), then the tank just stood back and was telling the brute to aggro the grp 1st, just for a minute, then the tank would jump in! Hehehehehehehe! I had a nice long chuckle!
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By the way, my SM/FA Brute was able to generate high fury about as high as we can get it now even with just one or two foes around, because I have a high recharge attack chain of fast-activating attacks. These days, Fury is easier to get to its effective "maximum" (the most we can usually hit under normal circumstances). Whoever the Brute in question was, they either had a very long-animating attack powerset or they just weren't attacking that much.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Lets try a different tack. A few years ago, one of the devs decided to speed up Claws to make it look more like its original conceptualization of a light and fast set. So they made some animation changes that sped up the Claws powers by an average of about 9% or so.
Take a guess how much that increased Claws damage. Almost 50%. That small change, but buffing the right powers in the right way, created the ability to create all new much denser attack chains, and the set's damage literally exploded.
The metric you have in mind, something that would assign to each individual power a singular value for its strength, doesn't work in the general case because no power is worth anything alone, and even moderate changes to a set of powers in just the right way can magnify in counter-intuitive ways. In fact, just by coincidence I created a metric that would measure an entire set's damage potential around that time, and it predicted that Claws would increase its damage output by more than 40%. But that metric itself isn't perfect: it gets it right *most* of the time, but there are corner cases that it fails on. In fact, its probably mathematically provable that *no* metric other than brute force is guaranteed to be able to tell what the net total offense of a set of powers is, because - for the mathematically inclined - it sounds to me like its congruent to a variation of the knapsack problem.
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Lets try a different tack. A few years ago, one of the devs decided to speed up Claws to make it look more like its original conceptualization of a light and fast set. So they made some animation changes that sped up the Claws powers by an average of about 9% or so.
Take a guess how much that increased Claws damage. Almost 50%. That small change, but buffing the right powers in the right way, created the ability to create all new much denser attack chains, and the set's damage literally exploded. The metric you have in mind, something that would assign to each individual power a singular value for its strength, doesn't work in the general case because no power is worth anything alone, and even moderate changes to a set of powers in just the right way can magnify in counter-intuitive ways. In fact, just by coincidence I created a metric that would measure an entire set's damage potential around that time, and it predicted that Claws would increase its damage output by more than 40%. But that metric itself isn't perfect: it gets it right *most* of the time, but there are corner cases that it fails on. In fact, its probably mathematically provable that *no* metric other than brute force is guaranteed to be able to tell what the net total offense of a set of powers is, because - for the mathematically inclined - it sounds to me like its congruent to a variation of the knapsack problem. |
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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When I think of Damage types and Mitigation, i normally picture it close to something like this:
My impression is, if a powerset lacks Mitigation, Damage is increased for that powerset???
There are exceptions to the rule, Fire Damage being one, but i bet we can get a nice chart of Types of Damage enemies are most vulnerable to.. and take that into account!
I'm not very savvy at this.. but i kinda lump a whole bunch of things into Mitigation like:
- Stun / Disorient / Hold
- Knock_Down/Up/Back
- Speed / Recharge / ToHit / Endurance / Damage Debuff
- Defense / Resistance DeBuff
Hmm.. Got an example powerset?
The optimal attack chain for BS is something like Headsplitter, Hack, Disembowel, <pause>, Hack. Ideally, the <pause> should be removed, but doing so completely requires unsustainable levels of recharge in Hack.
The best Martial Arts chain is, IIRC, Storm Kick, Crippling Axe Kick, Storm Kick, [Cobra Strike OR Crane Kick]. The Martial Arts chain can be achieved with no gaps with relatively modest levels of global recharge plus a recharge-boosting Tier 4 Alpha slot, or high-ish levels of global recharge without the Alpha.
If you add up all the power damages, and then divide that buy the sum of all the power activation times*, the Martial Arts chain delivers more damage / time than the Broadsword one does.
Now, Parry is a pretty powerful defensive tool, so maybe that makes up for this difference. Martial Arts has mitigation tools, but none are quite so widely applicable as Letha/Melee defense. So maybe that explains it? Well, now we get to throw Katana in the mix.
Katana and Broadsword are, in terms of basic function, identical powersets. A long time back, Katana and Broadsword had identical attack animations. The only differences in the sets were that Katana did less damage per attack (and cost lest endurance per attack proportionally) but the attacks recharged faster. Then, Katana's animations were revamped to make them unique, and in the process they were sped up. Even though the damage of each attack was left alone, because the DPA was increased (by decreasing the activation/animation times), using its own optimal chain, Katana now does greater damage over time than Broadsword does.
Edit: The example of Super Strength versus Energy Melee takes this into whole other realms. SS has an immense AoE attack, while Energy Melee has only a very modest AoE. The size and damage scale of Footstomp compared to the more mundane size and modest damage of Whirling Hands means that, once you account for the number of targets SS can hit (and for how hard), the total damage over time of the two powersets lie in different zip codes.
* The correct time here is the listed activation time for the power plus an adjustment called "Arcanatime", which accounts for "jitter" in the start of an attacks activation and the next subsequent update in the game's internal event processing clock. You can find out more here.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA