Concerned about Scrappers.
Some people play the meatshield not because it's the "right" ratio of damage to toughness, but because they really enjoy doing that. Let them do it it with authority when they take on that mantle.
|
So it's fine to give Brutes too much survivability for their damage if they give Tankers a token aggro buff because, "hey who cares?" Nobody is lining up for the Presence pool.
Hey, let's give Tankers the brightest shining power icons while we're at it. Or make them the kings of "ATs that get a free small orange inspiration on the third Tuesday morning of every odd month".
Seriously, Tankers don't need a buff that helps everyone else BUT them. "Happy Birthday. My present to you is I donated $1 to charity."
.
What you seem to be missing is that doing that would neuter the threat against the characters its actually targeted at.
|
Irresistible damage isn't especially more scary than plain old everyday damage to most Blasters, Defenders, Dominators, Controllers or Corruptors, because, with the common exception of L/S damage after getting epic shields, most of them aren't used to resisting a lot of damage across the type spectrum anyway. Even if they have an epic shield with third or fourth resistance type, they are pretty used to having other damage types bypass them. They might not be used to being hit with autohit damage, depending on how good their inventions access is, but otherwise they're probably pretty used to being hit, and being hit hard when they are hit.
|
The whole point of irresistible damage is to hurt the people who are most used to shrugging it off. Yes, it hurts them a lot more than they're used to being hurt, by definition. But it doesn't hurt them worst, because they start from such a much stronger mitigation position. A well-built Tanker who has lost half his HP to irresistible damage is still far, far better off than a Blaster who has lost half of his HP. If you make a Tanker able to ignore irresistible damage, they establish pretty firmly that nothing is able to threaten them unless it blatantly takes them out of the fight a-la sequestration, Ghost Widow or Reichsman grade mezzes. And that is almost certainly the point of those irresistible damage types.
|
Making tankers able to resist the damage would still leave quite a list of viable targets for unresistable and autohit damage; it would neuter the threat to tankers, but leave it for the other ATs it's intended for.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
You only say that because it's a mantle nobody else wants because it doesn't benefit them. |
Be well, people of CoH.
Okay, in the interest of squashing the "Tankers don't deal enough damage" argument once and for all, I did some math.
The results were....interesting. For the record, all of my calculations are assuming the AT in question is solo. Scrappers have 75% of the Tanker base value for resistance and defense powers. This is inarguable fact. I'm just putting it here for posterity and because it supports my point. When I did the math to find out what percentage of the Scrapper damage scale te Tanker damage scale falls at, I discovered to my slight surprise that Johnny is technically correct in that tankers are shortchanged on their damage scale. But not really. I'll explain. Scrapper damage scale is 1.125 and Tanker damage scale is 0.8. That works out to Tankers having exactly 71.12% of Scrapper damage scalar. So, on the surface it would appear that Tankers need 4% more damage to equal 75% of Scrapper damage, which is where it should be if Scrappers get 75% of the base defense values of Tankers. So, if you increased Tanker damage scale to 0.844 you would be at exactly 75% of Scrapper damage. This would probably get rounded to 0.85 just to make it easier. But then you have to look at the variables: Critical Hits and Bruising. Bruising adds a flat 20% damage to any target it is applied to, and this is independent of Tanker damage cap. In damage scalar terms, that would make that Tanker's damage scale against that particular target 0.96 (because 20% of 0.8 is 0.16, which you'd simply add to it). For the record, that would be almost exactly 85% of Scrapper damage. (85% of 1.125 is 0.95625, which rounds up to 0.96%) Now, I did not calculate what effect Critical Hits has on Scrapper damage, mostly because I do not know the formula to determine exactly how much average damage the chance of Critical Hits adds. But, with that said, I very much doubt a 5% Critical Hit chance adds more than 10% to a Scrapper's damage over time. I strongly suspect that 0.96 is very close to 75% of Scrapper damage when you factor Criticals into the equation. End result: With the addition of Bruising, Tankers and Scrappers are very close to perfectly balanced against each other, receiving almost exactly 75% of each other's values for defense/resistance and damage when you factor in the variables. Also, until Tanker Max HP was buffed, Scrappers got exactly 75% of that as well. It's more like 68% after the HP buff. That pretty much proves that Tankers are right where they need to be damage-wise. Numbers do not lie, or make subjective assessments based on how they feel about something. That leads me to the conclusion that it is Brutes that are broken and throwing the balance point between the 4 melee ATs off, not Tankers. I didn't do the math to back that up, but it's a strong hunch. |
You do know that I already came up with the numbers for scrapper critical hits? But I'll tell you how to get some of those numbers.
Now, critical hits from a scrapper apply double their damage, which means it is an extra 1.125 base damage applied to attacks. What you need to do is make a weighted average. That is, you take how much damage a regular attack does (1.125) and multiply it by how often it occurs (95% against minions), then take how much damage a critical hit does (2.25) and multiply that by how often that occurs (5% against minions), and add those together. So, the weighted damage that a scrapper does is...
1.125(0.95) + 2.25(0.05) = 1.181
There is actually a shortcut to the math. To show the algebra...
1.125(0.95) + 2 (1.125)(0.05)
1.125(0.95) +1.125(0.1)
1.125(0.95 + 0.1) = 1.125 (1.05)
Which is essentially one + the critical rate. Doing this, you can very easily find the scale damage done with ANY critical rate. That is how I got the following numbers with procs and different enemies:
1.181 vs. minions, 1.203 w/ ATO minions, 1.215 w/ SATO minions, 1.238 vs. others, 1.2823 vs others w/ ATO, 1.305 vs. others w/ SATO.
Where ATO = the global bonus from the scrapper enhancement set, and the SATO is the superior ATO version.
Now, your numbers are done with minions. However, minions are the worst thing to balance against since they are so weak they get killed very quickly. Lets balance things against bosses...
Now, bosses con at +2 your level, so all effects have only 80% effectiveness. This affects things linearly, so you can multiply it against the base damage output of the classes. However, the Tanker's resistance debuff is affected separately from their damage output, meaning that tankers only get a 16% resistance debuff instead of a 20% debuff. So, doing the math.
0.800 x 0.800 x 1.16 = 0.7424 scale damage from one tanker.
A scrapper's damage output depends on whether or not they have the critical increasing ATO slotted. I'll just give all the numbers:
No ATO =0.9904
ATO = 1.0258
SATO = 1.044
Which, as you can see, means the tanker always does less damage against a boss than a scrapper. The tanker approaches the 75% mark if and only if you pretend that the scrapper ATO global critical bonus doesn't exist. But since Scrapper's Strike does exist, it needs to be factored in.
A second flaw in reasoning is assuming that bruising would make a tanker on-par with a scrapper in terms of damage is AoEs. Unless I have missed my guess, enemies are almost never alone. A scrapper's cone's and PBAoEs still receive that critical hit bonus, applying a greater damage to whatever targets they are hitting. A tanker's bruising affects one target, and to apply it to multiple targets would require attacking each one of them with a tier 1 attack which leaves less time to use AoEs that a scrapper is already firing off.
Something not mentioned in a tanker's favor is the positive effect of bruising to their teammates. This isn't very good regarding comparing the damage output of other ATs since it benefits those other ATs, but nonetheless the whole team benefits from bruising. But, only if it is one tanker. Bruising doesn't stack, so any more than one tanker is redundant, whereas you can have multiple scrappers that continue to contribute to the teams overall DPS. The only benefit to multiple tankers is that you can apply bruising to more than one target, but alas with aggro needing only one tanker to really be held it is far more efficient to replace the tanker with a corrupter/defender/mastermind/controller that has a global resistance debuff in their set already.
As to whether or not a tanker's bruising truly compensates for their low damage, I would say that no it does not. Applying a single resist-able resistance debuff from their tier 1 attack to a single target doesn't perform at the expectations needed since the release of ATOs, and in an AoE centered game the single target resistance debuff only gives a marginal increase to the overall damage output of the team.
TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide
You only say that because it's a mantle nobody else wants because it doesn't benefit them.
So it's fine to give Brutes too much survivability for their damage if they give Tankers a token aggro buff because, "hey who cares?" Nobody is lining up for the Presence pool. Hey, let's give Tankers the brightest shining power icons while we're at it. Or make them the kings of "ATs that get a free small orange inspiration on the third Tuesday morning of every odd month". Seriously, Tankers don't need a buff that helps everyone else BUT them. "Happy Birthday. My present to you is I donated $1 to charity." . |
3. In any team situation where ST damage matters, like fighting an AV or GM, Bruising is buffing the damage of any Scrappers around too. So they catch right back up to being too far ahead. Not to mention, on a team, Tankers take the heat off of Scrappers if the Scrapper chooses, so the Scrapper doesn't feel ANY downside to having 75% of a Tanker's HP. It's almost a non-penalty for someone who gets superior damage. Tankers buff Scrapper survivability AND damage while the Tanker gets nothing from being next to a Scrapper, except to see smaller numbers compared to them. Which, is why I suggested that Scrappers take a 20% decrease in damage and gain -25% resistance debuffs on all their attacks. . |
Players on the same team are cooperative, not competitive. The bruising increasing the damage of all players is even more so a reason to have a tank on the team.
TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide
I want to disagree, but I can't. You are right, Scrappers lost nothing, which is why I continually say they don't really need anything. I want to be as clear as possible, I want them to get something.
|
And again, if we're talking about changes, I'd shoot for base stats and nothing more. No powers for free, no taking the perks of one powerset and giving them to all powersets, no mechanics that depend on enemy health and so forth. Up their health or up their damage or up their resistance caps. That's the extent I'd go when it comes to improvements.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
Now, bosses con at +2 your level, so all effects have only 80% effectiveness. This affects things linearly, so you can multiply it against the base damage output of the classes. However, the Tanker's resistance debuff is affected separately from their damage output, meaning that tankers only get a 16% resistance debuff instead of a 20% debuff. So, doing the math.
|
Also, isn't bruising is a grantpower, not an effect? That would make it like interfaces where it's immune to the purple patch. The only thing that would lessen the magnitude would be any resistances held by the target.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
I don't think this is how it works. As far as I've been aware, the purple patch only applies for level difference. The native +2 con level for bosses is just a way to let the con system show bosses are more dangerous than other enemies, not a purple patch modifier.
|
Also, isn't bruising is a grantpower, not an effect? That would make it like interfaces where it's immune to the purple patch. The only thing that would lessen the magnitude would be any resistances held by the target. |
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
I ******* hate those people lol. Johnny curious here what would you do if you had 1 thing and 1 thing only to fix tankers to your liking? what just a simple damage cap increase or what.
|
OR I would go for the root of both Tanker and Stalker problems and remove Scrappers and Brutes from the game entirely, leaving the remaining two melee ATs to do their own thing at each end of the spectrum in peace and let the devs go from there. Sure, it would be hugely unpopular with some people. But since I did it, I'd take the heat, and it's no worse than what I get already.
.
I don't think this is how it works. As far as I've been aware, the purple patch only applies for level difference. The native +2 con level for bosses is just a way to let the con system show bosses are more dangerous than other enemies, not a purple patch modifier.
|
For a fun fact, the "I3 boss buff" actually did exactly what you're describing, and bosses were effectively fighting with the modifiers of an enemy +2 to their current level, but this was rolled back and is not true today.
Also, isn't bruising is a grantpower, not an effect? That would make it like interfaces where it's immune to the purple patch. The only thing that would lessen the magnitude would be any resistances held by the target.
|
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
OR I would go for the root of both Tanker and Stalker problems and remove Scrappers and Brutes from the game entirely, leaving the remaining two melee ATs to do their own thing at each end of the spectrum in peace and let the devs go from there. Sure, it would be hugely unpopular with some people. But since I did it, I'd take the heat, and it's no worse than what I get already.
|
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
Ah... my mistake then. Correcting this is easy enough, since the non-conned damages are already listed.
As far as bruising goes, everywhere I have seen it listed says it is a "resistable damage resistance debuff". Key word here is "resistable". Damage resistance debuff resistance isn't listed as a stat for players or enemies, so I have to assume it doesn't exist and the resistable part of the damage resistance debuff must come from the purple patch. I'll do some experiments with this later.
TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide
You only say that because it's a mantle nobody else wants because it doesn't benefit them.
|
So it's fine to give Brutes too much survivability for their damage if they give Tankers a token aggro buff because, "hey who cares?" Nobody is lining up for the Presence pool. |
Seriously, Tankers don't need a buff that helps everyone else BUT them. "Happy Birthday. My present to you is I donated $1 to charity." |
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
As far as bruising goes, everywhere I have seen it listed says it is a "resistable damage resistance debuff". Key word here is "resistable". Damage resistance debuff resistance isn't listed as a stat for players or enemies, so I have to assume it doesn't exist and the resistable part of the damage resistance debuff must come from the purple patch.
|
[edit] Irresistible debuffs do not work this way. They apply their rated % right off the top, without being resisted first. So a 50% irresistible debuff applied to 90% resistance would result in 40% resistance. [/edit]
Any resistance due to the purple patch is applied before this. So if you have a -50% debuff applied to a +2 critter, it becomes a 40% debuff (+2 critters resist effects by 20%), and that applied to 90% resists would result in 86% resistance. Even if the debuff is irresistible, the purple patch still applies.
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
Ah... my mistake then. Correcting this is easy enough, since the non-conned damages are already listed.
As far as bruising goes, everywhere I have seen it listed says it is a "resistable damage resistance debuff". Key word here is "resistable". Damage resistance debuff resistance isn't listed as a stat for players or enemies, so I have to assume it doesn't exist and the resistable part of the damage resistance debuff must come from the purple patch. I'll do some experiments with this later. |
But that is not the same as an irresistable damage resistance debuff.
And damage resistance debuff resistance doesn't exist because damage resistance resists resistance debuffs.
And a noise annoys an oyster.
.
Be well, people of CoH.
The people that choose to play tanks for tanking do so because they want to play the *role* of tank, which includes being the aggro managing meat shield. Stating that no one out there wants to play the archetype that holds the king of aggro title is a lie.
|
I can't imagine side swapping, power proliferation and defense softcapping helped Tanker numbers.
.
Stalkers are the new Melee ST kings, no doubt(which I would argue they should be). However, their strength comes with a considerable AoE damage weakness and slightly less survivability than a scrapper.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
Alright, did the experiment. It does seem that bruising ignores the purple patch, and is resisted by the current resistance. If only this info was easy to find in the first place...
The bruising bonus will always increase a tanker's DPS output by the same amount, so the proportions between levels via the purple patch should remain relatively the same, staying at a constant 73.6% ratio between tankers and scrappers (w/SATO). Regardless, the other non-purple patch problems I listed remain.
TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide
1.181 vs. minions, 1.203 w/ ATO minions, 1.215 w/ SATO minions, 1.238 vs. others, 1.2823 vs others w/ ATO, 1.305 vs. others w/ SATO.
|
Bruising applies equally to 100% of the Tankers in the game as well.
Interestingly enough, my effective damage scalar for tankers of 0.96 is almost exactly 75% of your Critical Hit value against LT or higher WITH the ATO proc slotted. (75% of 1.2823 is 0.961725, which would round to 0.96).
That means the effective damage scalar of a Tanker against a target Bruising has been applied to is actually somewhat better than 75% of a Scrapper's. And since Bruising does not apply to the first hit of a given fight, as Johnny so snarkily pointed out, it would probably just about even out in the end. The first hit of the Tanker's fight will not have Bruising applied, but conversely the Scrapper will only start a fight with a Critical 1 time in 20 (1 in 10 if the target is a LT or higher). As balance goes, I would consider that "close enough".
So, thank you for giving me the numbers for Critical Hits. As it turns out, it supports my point pretty well. Namely: When you factor in Bruising and Critical Hits Tanker damage is close enough to 75% of Scrapper damage that it can be considered to be about as balanced as it's ever going to get.
I also suspect that with the buffs stalkers just got that they fall pretty closely in line with that as well now.
That just leaves Brutes as the outlier.......
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. |
Granted, the last time they released the numbers was years ago before side swapping, but Brutes and Scrappers were the most popular ATs on their sides and Tankers were the second least popular blue side, just ahead of Defenders.
I can't imagine side swapping, power proliferation and defense softcapping helped Tanker numbers. |
Consider it a whole-AT version of how the player base values the Empathy powerset versus a set like, say, Cold Domination. Is Empathy useless? Hardly. Are there places where Empathy shines like few other sets? Absolutely. Does that mean Empathy is widely highly regarded and something tons of people want to play? No.
Does all that mean that everyone who plays Empathy is actually bitter about that? If this was you talking about Tankers, that's surely the message I'd be getting. But I don't believe that about Empathy players as a whole, because I know players who either really like it, despite its niche role, or who at least go in to it accepting that it has a niche role that they're willing to fill. Something you seem to assume no Tanker player is willing to do with being a meat shield, simply because you aren't willing.
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
Yeah, if I were you, I wouldn't bring the popularity of Brutes and Scrappers versus Tankers into this. Granted, the last time they released the numbers was years ago before side swapping, but Brutes and Scrappers were the most popular ATs on their sides and Tankers were the second least popular blue side, just ahead of Defenders.
I can't imagine side swapping, power proliferation and defense softcapping helped Tanker numbers. |
Johnny, my math proved you wrong. Specifically, it proved that Tankers are balanced at least in regards to Scrappers. It also proved that Brutes are overpowered compared to both of them, which we all already knew. I didn't even have to do the math to prove that one.
If you despise being wrong so much that you will outright ignore anything that you can't refute because it destroys your argument, that's on you.
It changes nothing though.
Have a nice day.
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. |
Sadly, I don't think the circa-I6/CoV devs thought very hard about mixed CoH/CoV AT balance. I don't know if they didn't think the ATs would ever be co-mingled, or if they just didn't have time and resources to plan that mixing out that far in advance. I believe Brutes at CoV release were pretty much too good to be true when compared to either Scrappers or Tankers. While this made CoV-release Stalkers extremely superfluous in PvE, it didn't really break much else, because Brutes didn't really compete with hero ATs for roles on the same teams.
Notably, I believe the circa-I18 devs, meaning basically the same ones we have now, realized the issues this caused once side switching (and, later, wide-open AT selections) were allowed. And this led to the various attempts to reduce Brute performance during I18 beta. Unfortunately, the I18 devs were by this point painted into a corner of hard decisions to make. Brutes rank among their greatest success stories as far as popularity among ATs go - nerfing them was going to be pretty unpopular no matter what, and buffing everyone else raises lots of other concerns. So they tried a few things and settled on reducing Brute damage to a hair below Scrappers. Probably not far enough below Scrappers to really represent the "correct" ratios you're talking about for Tanker vs. Scrapper, but enough to keep Brutes from trodding all over two ATs.
I think a safer bet than further monkeying with Brute (or anyone else's) damage or mitigation levels would be to try and ensure that a Tanker was far and away the king of aggro, along the lines of the math Sarrate mentioned earlier in the thread. Yes, a Brute can stand in for a Tanker, and perhaps too well, but at least let a Tanker clearly be in command of aggro when they are present. Some people play the meatshield not because it's the "right" ratio of damage to toughness, but because they really enjoy doing that. Let them do it it with authority when they take on that mantle.
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