Love/Hate for Trick Arrow
If I go back and read the patch notes, which takes a while, I'd be counting up all the reduced animation time changes as an actual change/pass.
Buffs or nerfs are both often good in one sense and bad in another sense. A pass doesn't have to mean a popular buff. |
IIRC, outside of the mass weapon set changes, there was an early reduction in Entangling Arrow's animation, and then Flash Arrow and Ice Arrow got new, even shorter animations not too long ago.
Other than animation times, let me think (these are what I can remember)...
Entangling Arrow was given a Recharge debuff. Buff
Flash Arrow was made auto-hit. Buff or Bug Fix?
Glue Arrow's recharge timer was reduced to 60s, down from 120s. Buff
Glue Arrow got a -Fly effect. Buff
Glue Arrow stopped fading away after the initial target was defeated. Bug Fix
Poison Gas Arrow's Sleep chance was increased to 66% (up from 1%). Bug Fix
Poison Gas Arrow's Sleep target-limit was increased to 16 (up from 1). Bug Fix
Acid Arrow's ability to slot Damage Resistance enhancements was removed. But they didn't do anything, anyway as DR Enhancements don't effect -Resistance effects. Bug Fix
Disruption Arrow's recharge timer was reduced to 60s, down from 120s. Buff
Disruption Arrow's ability to slot Damage Resistance enhancements was removed. But they didn't do anything, anyway as DR Enhancements don't effect -Resistance effects. Bug Fix
Disruption Arrow's combat spam was fixed (it used to say it was debuffing the caster). Bug Fix
Oil Slick Arrow finally was fixed completely and now lights everytime. Bug Fix
I remember these because, well... I used to post about them all the time till they were fixed. Other than those, I remember there being graphic changes to some powers to improve performance for lower end computers (Glue Arrow, Poison Gas Arrow, Flash Arrow, Oil Slick Arrow... remember when Oil Slick Arrow looked waaay cooler, like a real oil with rainbow sheens in it?).
Anyway, this is why I consider Trick Arrows as having very few performance-related passes. Most of the attention Trick Arrows has ever received has been bug fixes, and I don't consider those buffs; they don't really improve a power, they just bring it up to the level it was supposed to be at.
I think you don't understand how the purple patch and resistance debuff calculations work when talking about AVs, especially incarnate AVs. You're really only looking at 42.5% or less with purple patch and that's assuming the AV has 0% resistance to start with. 10% resistance seems to be a pretty common minimum, so you're really looking at 38.25% resistance debuff or less. Also 11 seconds is about the overlap time on disruption so you're only doing 38.25% for 11 seconds and 25.2% for 19 seconds, that's 29.99% overall.
As for the scrapper comment, the lowest tier scrapper attacks put out roughly 8 times more dps than OSA does, that's without criticals included. You are pretty much not bringing any significant raw damage from the TA set or your secondary for that matter since you have to take significant time out to reapply your debuffs. The force multiplying only makes a difference if your league is alive and bringing enough damage to make the multiplying worthwhile for the lack of your own damage. Since TA is awful at both damage and mitigation, I would gladly take the sustained dps of a scrapper over a 30% or less damage increase for the entire league. |
http://coh103.gtm.cityofheroes.com/s...&postcount=126
I stand corrected. Note that in general though the way the amount of damage resistance a mob has when it is affected by a damage resistance debuff works out so that (see post I quoted) -X% damage resistance debuffs onto the critter is equivalent to you doing +X% damage. So my current understanding (and I would be thrilled if Arcanaville came in to correct me) is that you first apply the purple patch (see http://coh.coldfront.net/index.php/c.../view/851/107/ for values depending on how much higher level they are than you) to the damage resistance debuff of -X and are left afterwards with a damage resistance debuff of -Y and then (regardless of how much base damage resistance the AV has) you are doing +Y% damage.
As far as disruption arrow, on long AV fights (obviously disregarding the first 15 or so seconds) it consistently double stacks in my build. Maybe you didn't click on the incarnate button to get those effects calculated as well. Also, although I only have it one slotted, I have it one slotted with a +5 lvl 50 IO using enhancement boosters.
When you consider an end game BAF-like situation where you have 1-2 AVs and you can reasonably expect (provided they are reasonable close together so both could be hit with disruption and you can just indidivdually hit both with acid) to have the damage resistance debuffs on both, the TA is contributing a TREMENDOUS amount to the ENTIRE LEAGUES (not just your teams) total damage. I honestly don't see how your scrapper is keeping up.
As far as the lower tier scrapper attacks, that is an unfair comparison for several reasons: (1) They tend not to be AOE like oil slick and certainly are not as wide an AOE in any case; (2) Oil slick's main limitation would be its recharge in this situation (about 45 sec) so that it's total contribution would be dps related as in (total damage)/recharge; (3) The amount of time necessary for the TA to do this would be rather minor as it would be just setting the slick and lighting it; (4) The scrapper contribution would probably be more DPA related and in point of fact would require the scrapper's whole attention to keep going as you would figure out their optimal attack chain.
I guess we can just agree to disagree on this. Tankish characters are still very useful with some of the nasty hard-hitting AVs. I think it is actually a shame that scrappers/blasters don't contribute more in end game trials. The way it currently seems to work though is that the multiplication effect of the (de)buffers just gets even more crazy when you have whole leagues working on things.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
I guess we can just agree to disagree on this. Tankish characters are still very useful with some of the nasty hard-hitting AVs. I think it is actually a shame that scrappers/blasters don't contribute more in end game trials. The way it currently seems to work though is that the multiplication effect of the (de)buffers just gets even more crazy when you have whole leagues working on things.
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As for the scrapper comment, the lowest tier scrapper attacks put out roughly 8 times more dps than OSA does, that's without criticals included.
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The mission where you go into you memory of the future and defeat all them Echoes. My Trick Archer was much, much quicker at it than my best Scrapper. Each time I'd pull all the echoes into the tightest group possible then AoE the snot out of them. The time from when I start to AoE to the time I finished is fight duration. My TA did this amazingly fast, like wow, no way?! Was that it?
I think what might of not been so good for my Scrapper is in how tightly packed I needed to get them all. Scrappers are meant to lead in raw DPS, that is part and parcel of what they bring to the table however getting enough mobs into the space of a dump cart is key to achieving it for some primaries.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I wouldn't count them as buffs only because they weren't exclusive to Trick Arrows, not because they weren't popular (and they very much were popular on a set where previously only one power animated at less than 2.67 seconds); the majority of them were shortened when all weapon set animations were shortened. So it wasn't an attempt to improve Trick Arrows, it was just an overall change in weapon sets in general.
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He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I went and did a quick powerset comparison comparing Scrapper Scorch, to Oil Slick. Now the average DPS of Scorch at base was 17.39. Oil Slick was just 1.38. 8 * 1.38 = 11.04 which is well under 17.39 but I am not exactly seeing what you are seeing.Oil Slick hits 16 so we take that as a potential and go 16*1.38 = 22.08 Factor in another cast time to light perhaps and you are bang on but then there is the area to do so and the ability to debuff all in trying to keep up with the Joneses.
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OSA (Solo)
base damage = 75 ticks * 3.34 = 250.5 damage
base recharge = 180 seconds
cast time = 1.16 seconds
base dps = 250.5 / (180+1.16) = 1.38
3xrechg/3xdmg SO slotted dps + 30% vig = 563 / (92.34+1.16) = 6.02
OSA (teamed)
slotted dps = 487.8 / (92.34+1.16) = 5.22
Scorch
base damage = 71.33
base recharge = 3
cast time = 1
base dps = 71.33 / (3+1) = 17.83
acc/3xdmg/2xrechg SO slotted dps = 142/(1.8+1) = 50.71
Fire Sword Circle
base damage = 122.02
base recharge = 20
cast time = 2.67
base dps = 122.02 (20+2.67) = 5.38
acc/3xdmg/2xrechg SO slotted dps = 247/(12+2.67) = 16.84
scorch/OSA(solo) dps = 50.71 / 6.02 = 8.42 times higher
scorch/OSA(team) dps = 50.71 / 5.22 = 9.72 times higher
FSC/OSA(solo) dps = 16.84 / 6.02 = 2.8 times higher
FSC/OSA(team) dps = 16.84 / 5.22 = 3.23 times higher
That should clarify my previous post's numbers and statement.
Yeah you're looking at single target per power and I am looking at maximum number of targets per power using the dps readings from Mids. It's better to compare aoes to aoes and STs to STs really. Freezing rain is lol dps until you multiply by max number of targets and so for a single cast time you can do a decent amount of damage to enemy group.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Yeah you're looking at single target per power and I am looking at maximum number of targets per power using the dps readings from Mids. It's better to compare aoes to aoes and STs to STs really. Freezing rain is lol dps until you multiply by max number of targets and so for a single cast time you can do a decent amount of damage to enemy group.
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My Bad, posting at 2am and 6am, is sleep deprivation. I do apologise for being out of context.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I was not aware that the purple patch affected resistance debuff but I see that it does from:
http://coh103.gtm.cityofheroes.com/s...&postcount=126 I stand corrected. Note that in general though the way the amount of damage resistance a mob has when it is affected by a damage resistance debuff works out so that (see post I quoted) -X% damage resistance debuffs onto the critter is equivalent to you doing +X% damage. So my current understanding (and I would be thrilled if Arcanaville came in to correct me) is that you first apply the purple patch (see http://coh.coldfront.net/index.php/c.../view/851/107/ for values depending on how much higher level they are than you) to the damage resistance debuff of -X and are left afterwards with a damage resistance debuff of -Y and then (regardless of how much base damage resistance the AV has) you are doing +Y% damage. |
However, debuffs are crippled against AVs not only with the "purple patch" but also due to the inherent resistance against debuffs possessed by AVs. Realistically, that 60% resistance debuff is probably only reducing resistance by 24% while a 60% damage buff on an ally is providing full value.
In general, the tougher your team the better buffs become and the tougher your opponents the weaker debuffs become.
Against tough endgame content, most of the debuffs should be coming from offensive sets (not support sets). A Sonic Blaster is better than any Defender at removing damage resistance from an AV/GM (a */Sonic Defender has technically larger resist debuffs on the nukes, but he can't relentlessly pound away like the Blaster can since he has buff/debuff responsibilities in primary).
The only major debuff you're really concerned about is also one Trick Arrow doesn't get: -regen (EMP Arrow doesn't count here).
When you consider an end game BAF-like situation where you have 1-2 AVs and you can reasonably expect (provided they are reasonable close together so both could be hit with disruption and you can just indidivdually hit both with acid) to have the damage resistance debuffs on both, the TA is contributing a TREMENDOUS amount to the ENTIRE LEAGUES (not just your teams) total damage. I honestly don't see how your scrapper is keeping up. |
As noted above, that triple-stacked resistance debuff ends up being more like 24% increased damage. Which is nice, but not really in the same league as Fulcrum Shift, Accelerate Metabolism, Chrono Shift, or any of a number of other buffs (even accounting for them only affecting a single team).
Look at it this way: if that 24% increased damage from damage resistance debuffs was truly significant, everyone would be playing /Sonic.
Tankish characters are still very useful with some of the nasty hard-hitting AVs. I think it is actually a shame that scrappers/blasters don't contribute more in end game trials. The way it currently seems to work though is that the multiplication effect of the (de)buffers just gets even more crazy when you have whole leagues working on things. |
Second of all, you run up against buff/debuff caps. Consider that a single Sonic Blaster is going to take 80% of the 300% you have allocated to damage resistance debuffs, and you're taking another 60%. So two players have gotten you halfway to the cap on a very common debuff category.
Lastly, the multiplying effect has diminishing returns. If your target is current at -240% resistance and you bring them down to -300% resist, you've only increased the damage being dealt to them by 17.6% (rather than 60%).
What this all means in practical terms is that you want to bring the fewest - and greatest impact - support classes you can amongst a sea of folks who do little except pile on massive amounts of damage.
Not quite. Resistance debuffs first remove the existing resistance. So if the target has 30% resistance to a damage type and you apply -30% resistance, you first reduce them to 0% resistance. This means that you're transforming 70% damage to 100% damage, an increase of 43%. However, beyond this point resistance debuffs are pretty much just like damage buffs.
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Say an attack does 50 damage fires against a foe with 30% resistance to that damage type. So you would normally do 50*(1-.3)=35 damage.
But suppose the foe is even level so purple patch does not come into play and you hit him with a -20% resistance debuff. Then his new resistance is (see http://wiki.cohtitan.com/wiki/Damage_Resistance)
16%=(30-20+[20*.30])%
So when we now do the same attack against the debuffed enemy it does
50+(1-.16)=42 damage.
And the key thing to note here is that this is the same as a buff of 20% to the original damage of 35 because
35*(1+.2)=42.
See wiki and my previously quoted Arcanaville post.
Ignoring purple patch, which you should factor in before to figure out the actual debuff amount, resistance debuffs of -Y% act exactly like damage buffs of +Y% regardless of how much resistance the guy you are fighting has.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
I don't think you understand the mechanics of this. Let me try an example:
Say an attack does 50 damage fires against a foe with 30% resistance to that damage type. So you would normally do 50*(1-.3)=35 damage. But suppose the foe is even level so purple patch does not come into play and you hit him with a -20% resistance debuff. Then his new resistance is (see http://wiki.cohtitan.com/wiki/Damage_Resistance) 16%=(30-20+[20*.30])% So when we now do the same attack against the debuffed enemy it does 50+(1-.16)=42 damage. And the key thing to note here is that this is the same as a buff of 20% to the original damage of 35 because 35*(1+.2)=42. See wiki and my previously quoted Arcanaville post. Ignoring purple patch, which you should factor in before to figure out the actual debuff amount, resistance debuffs of -Y% act exactly like damage buffs of +Y% regardless of how much resistance the guy you are fighting has. |
here is scrapper Hack (broadsword) with 95% dmg from enhancements.
base damage (x) = 55.6102
melee AT mod (y) = 1.125
Damage scalar (z) = 1.64
Raw dmg (RD) = x * y * z = 102.60
Enh dmg (ED) = RD*( 1 + 0.95 ) = 200.07
Let's put it up against an even lvl AV (+5 con) with 30% damage resistance to Lethal.
Purple patch mod (PP) = 0.3
FINAL = ED * PP * ( 1 - 0.3 ) = 42.01 dmg dealt
ok now let's calculate it with a -20% res debuff.
FINAL = ED * PP * [ 1 - ( 0.3 - PP * 0.2 * ( 1 - 0.3 ) ) ] = 44.54 dmg dealt
ok now with no res debuffs but a +20% dmg buff instead.
buffed damage (BD) = RD * ( 1 + 0.95 + 0.2 ) = 220.59
FINAL = BD * PP * ( 1 - 0.3 ) = 46.32 dmg dealt
As I've just proven, a -20% res debuff is not equivalent to a +20% dmg buff.
you got the resistance part right but you seem to not understand that damage buffs increase damage from the base damage, not from the final amount.
here is scrapper Hack (broadsword) with 95% dmg from enhancements. base damage (x) = 55.6102 melee AT mod (y) = 1.125 Damage scalar (z) = 1.64 Raw dmg (RD) = x * y * z = 102.60 Enh dmg (ED) = RD*( 1 + 0.95 ) = 200.07 Let's put it up against an even lvl AV (+5 con) with 30% damage resistance to Lethal. Purple patch mod (PP) = 0.3 FINAL = ED * PP * ( 1 - 0.3 ) = 42.01 dmg dealt ok now let's calculate it with a -20% res debuff. FINAL = ED * PP * [ 1 - ( 0.3 - PP * 0.2 * ( 1 - 0.3 ) ) ] = 44.54 dmg dealt ok now with no res debuffs but a +20% dmg buff instead. buffed damage (BD) = RD * ( 1 + 0.95 + 0.2 ) = 220.59 FINAL = BD * PP * ( 1 - 0.3 ) = 46.32 dmg dealt As I've just proven, a -20% res debuff is not equivalent to a +20% dmg buff. |
If you look (not far, in this very thread!) you will see that I am perfectly aware of the fact that damage buffs just increase base damage...
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
For clarity purposes, the rule is that a -Y% resistance debuff is comparable to a x1.Y damage multiplier on the total. In other words, -20% resistance is like 1.2x damage.
Some people call that "+20% damage" but that's ambiguous as to whether you mean "1.2 times more damage" or "plus 20 percent damage buff." Those mean two different things in City of Heroes. If your attack is slotted +95% damage, then you deal 1.95x base damage. A -20% resistance debuff would cause you to deal 1.2 x 1.95x base damage or 2.34x base damage. A +20% damage buff would cause you to deal (1.95 + 0.20)x base damage or 2.15x base damage.
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For clarity purposes, the rule is that a -Y% resistance debuff is comparable to a x1.Y damage multiplier on the total. In other words, -20% resistance is like 1.2x damage.
Some people call that "+20% damage" but that's ambiguous as to whether you mean "1.2 times more damage" or "plus 20 percent damage buff." Those mean two different things in City of Heroes. If your attack is slotted +95% damage, then you deal 1.95x base damage. A -20% resistance debuff would cause you to deal 1.2 x 1.95x base damage or 2.34x base damage. A +20% damage buff would cause you to deal (1.95 + 0.20)x base damage or 2.15x base damage. |
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
As I've just proven, a -20% res debuff is not equivalent to a +20% dmg buff.
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Really, it's better to have both buffers and debuffers on a team.
I do have a higher level TA/A Defender and I'm working on a new A/TA Corruptor. In my experance (And bare with me, as the only other high level defender I have is a Dark/Dark/Soul) it is effective as a toolbox set. Glue Arrow is great for keeping a mob close together for AoE goodness, and no worries about missing like with an Immobilize. -Recharge on the baddies benifits everyone as this reduces the amout of DPS they can put out. Flash Arrow is good for stealthing and reduces To Hit, more or less adding defense to everyone. Acid Arrow does both -Res (As does Disruption Arrow) and -Def, making everything easier to hit. Rain of Arrows is crashless, and Oil Slick Arrow adds knockdown control on top of damage. Ice and Entangling Arrows add some extra control, and EMP is a mass hold for panic moments, and zaps any opposing robots (Warworks, Clockwork).
That being said it cannot buff or heal, as stated AVs are less effected by debuffs, it's best power (Oil Slick Arrow) is on a long, long timer and with anything BUT Archery you will be subject to lots of redraw (If you happen to hate that). It's not perfect, it's not the best, but it does it's job, it does it's job very well and above all, and this is important, it's a lot of fun to play.
I do have a higher level TA/A Defender and I'm working on a new A/TA Corruptor. In my experance (And bare with me, as the only other high level defender I have is a Dark/Dark/Soul) it is effective as a toolbox set. Glue Arrow is great for keeping a mob close together for AoE goodness, and no worries about missing like with an Immobilize. -Recharge on the baddies benifits everyone as this reduces the amout of DPS they can put out. Flash Arrow is good for stealthing and reduces To Hit, more or less adding defense to everyone. Acid Arrow does both -Res (As does Disruption Arrow) and -Def, making everything easier to hit. Rain of Arrows is crashless, and Oil Slick Arrow adds knockdown control on top of damage. Ice and Entangling Arrows add some extra control, and EMP is a mass hold for panic moments, and zaps any opposing robots (Warworks, Clockwork).
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It also doesn't help that all the debuff values for TA powers are bad, really bad. Flash only does -6.25% tohit compared to -18.75% in darkest night. likewise PGA only does -31.25% dmg compared to darkest night's -37.5%. Disruption (20%) vs Tar patch (30%), Glue (-20%) vs howling twilight (-62.5%), Flash (6.25%) vs Fearsome stare (18.75%).
If they want to fix the TA set, they'll have to either buff the debuff values to be on par or higher than other debuff sets and/or combine Flash, PGA, Glue, and Acid into 2 separate powers.
If they just went with buffing, this is what I would do:
- Flash arrow should be increase to 13% while still being unresistable, should would make it 3-4% less than FF ally bubbles when slotted. At minimum should be a base of 11% unresistable.
- Acid and Disruption should be -30% not -20%, since that's the standard for debuff sets and TA completely lacks dmg and recharge buffs.
- Glue arrow should have -90% recharge not -20%
- PGA either be increased to -40% OR have it's sleep effect changed to a mag 1 hold that always hits. It also should have a non-stacking -500% regen effect.
- Remove the -recovery and -end on self effect of EMP arrow cause it has no right being there in the first place. The long recharge is more than enough of a handicap.
- add a decent damage DoT to entangling arrow to make it worth firing.
- make Ice Arrow's recharge 10 not 18 OR trim the cast time down to 1 and make the recharge 14. Also add some minor cold damage to it, enabling more IO proc options.
Yeeeeeaaaah... You missed my point.
I'm not saying it's the best set out there. I'm not saying there are other sets that can do -res or -slow better than TA. Dark Misasma does good -res and slow but not -recharge. Also note Disruption Arrow and Acid Arrow together do more -res than Tar Patch alone. acid Arrow can also have the Achelis (Sp?) Heel proc loaded in for even more -res.
And I won't compare Flash Arrow to Darkest Night for -To Hit, but Flash Arrow doesn't agro mobs and it lowers their visibility making them not notice you.
And yes, Poison Gas Arrow does less -dam than Darkest Night, but it also does sleep which is great if your solo or want to load in another purple set.
Like I said, TA is a toolbox set that does a lot of things, and does it very well. It doesn't do the best in anyone thing, but it does everything it does well. Dark Miasma has TA beat for -To Hit and -Dam, but Trick Arrow has it beat for -res and -recharge.
Actually, Dark Miasma can use Howling Twilight to cause more -Recharge than TA can cause with 3 powers.
And Dark Miasma on any other AT puts out the same amount of -Resistance that TA can put out with just Tar Patch.
The only effect TA is consistently better at than any other buff/debuff set on all the ATs is -MovementSpeed.
Edit: I'm not a hater of the set or anything, it's my favorite, but I also can't pretend it's not the weakest of all the buff/debuff sets just because it's my favorite.
I'm not completely going against what you are saying Trickshooter but with Dark Miasma, the cast times are pretty long and then when ya just made somit the anchor someone (no matter how many times you tell them) can't help but treat it like you called "Target". You can fit 3 powers of TAs in almost in one of theirs, the endurance might be higher but atleast you've created a zone that some snotty nosed kid doesn't ruin.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Actually, Dark Miasma can use Howling Twilight to cause more -Recharge than TA can cause with 3 powers.
And Dark Miasma on any other AT puts out the same amount of -Resistance that TA can put out with just Tar Patch. The only effect TA is consistently better at than any other buff/debuff set on all the ATs is -MovementSpeed. Edit: I'm not a hater of the set or anything, it's my favorite, but I also can't pretend it's not the weakest of all the buff/debuff sets just because it's my favorite. |
It's still not the best, and it's only 'weakest' when you compare it to what sets like Kin, Dark Miasma and Traps can do. On it's own merits it works very well.
On the -Recharge, yeah, but it's easier to perma Glue Arrow that Howling Twilight. Tar Patch (Def Values) is 30% -Res while Disruption and Acid Arrows are -20% each (Also Def Values). To be fair, Acid Arrow has a chance of not landing, while both Tar Patch and Disruption Arrow will work, no questions asked.
It's still not the best, and it's only 'weakest' when you compare it to what sets like Kin, Dark Miasma and Traps can do. On it's own merits it works very well. |
Corruptors, Controllers, and Masterminds' Acid Arrow and Disruption Arrow are all -15% Resistance.
Corruptors, Controllers, and Masterminds' Tar Patch is -30% Resistance, just like the Defender version.
So for every other AT with access to TA, they use two powers to equal the same level of -Resistance that several other sets (Dark, Storm, Cold, even Poison if you use Envenom more than once on close enemies!) get with a single power. It's an annoying issue I'm currently pushing to have remedied.
TA is OK in the sense that it does what it's supposed to do. But it most cases for the 4 different ATs that use it, it's debuff values are either equal or weaker than other sets. And like I said, the only debuff that it is consistently better at than any other powerset is -MovementSpeed.
It needs some love, and even Synapse agrees (though he said any changes will be at least a year away, sadly).
When I mentioned Tar Patch, I said on any other AT.
Corruptors, Controllers, and Masterminds' Acid Arrow and Disruption Arrow are all -15% Resistance. Corruptors, Controllers, and Masterminds' Tar Patch is -30% Resistance, just like the Defender version. So for every other AT with access to TA, they use two powers to equal the same level of -Resistance that several other sets (Dark, Storm, Cold, even Poison if you use Envenom more than once on close enemies!) get with a single power. It's an annoying issue I'm currently pushing to have remedied. TA is OK in the sense that it does what it's supposed to do. But it most cases for the 4 different ATs that use it, it's debuff values are either equal or weaker than other sets. And like I said, the only debuff that it is consistently better at than any other powerset is -MovementSpeed. It needs some love, and even Synapse agrees (though he said any changes will be at least a year away, sadly). |
Still a good toolbox set though.
As for the scrapper comment, the lowest tier scrapper attacks put out roughly 8 times more dps than OSA does, that's without criticals included. You are pretty much not bringing any significant raw damage from the TA set or your secondary for that matter since you have to take significant time out to reapply your debuffs. The force multiplying only makes a difference if your league is alive and bringing enough damage to make the multiplying worthwhile for the lack of your own damage. Since TA is awful at both damage and mitigation, I would gladly take the sustained dps of a scrapper over a 30% or less damage increase for the entire league.