Concerned about Scrappers.
On another note, I rescind my suggestions of buffing scrapper Crit chances and resistance caps.
In all the math I did, I basically proved to myself that they are unnecessary and would probably overpower scrappers compared to Tankers.
Yes, I CAN do the math when I choose to. I just seldom choose to.
And the conclusion I reached with all of that is that if the devs decide they are going to balance all 4 melee ATs, then Brute players are going to be REALLY pissed at them.
Probably best to just leave well enough alone at this point.
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. |
I would increase the Tanker damage cap so their damage would to be 25%-30% less than Brutes at their damage cap.
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. . |
Tanks have a role, it is just not the role you like.
Also I agree, Brutes are still OP. their resistance cap should have been lowered to 85% when the fury chances were made. I say that with all but 3 of my 15 lvl 50 toons being scrappers and brutes.
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I have never been so glad in my life that players have so little control over the game. I have been told for years (by very good friends) that letting a scrapper on a Master run of anything was a pity spot, and I was the only person they would do it for. They never said that about tanks or brutes.
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If there's anyone my friends worry about on a "master" spot (and for the most part, there's not, as long as we know the player is competent), it would be a Blaster or Stalker.
Blue
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I didn't take the ATO proc into account because it is not something that applies equally to 100% of the Scrappers in the game, you simply can't assume that every scrapper ever created and played will have that enhancement slotted. The base Critical Hit chance, however, DOES apply equally to 100% of the scrappers in the game.
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....... |
Scrappers opening with a critical is irrelevant, since their damage is averaged out over time to get those numbers. Because of this, a scrapper is always performing at their peak regardless of whether or not any particular attack lands a critical. A tank isn't suddenly doing more because they have the option to open with a bruising attack. Opening with a bruising attack isn't itself always optimal, since you may need to open with a taunt /+ an AoE in order to draw aggro before the enemies run off and pwn the blaster.
The scrapper ATO doesn't discriminate: it applies its effects to all scrappers that slot it. It is readily available as low as level 7 to free players and provides a global bonus applied to all all relevant attacks. The only reason why someone would not slot this enhancement given the resources to own it is by some personal ideology that would stand firmly against ATOs. It must be taken into account because at any point in which we are comparing ATs we must compare them when they are being set towards optimum performance and not when being purposefully gimped. Doing otherwise creates a problem where we can arbitrarily limit the performance of any AT based on chosen slotting. For example, I have seen many tankers that work specifically around AoE attacks and do not slot their first attack or use it regularly in an attack chain. Because of this, you can assume arbitrarily that bruising does not apply to all tanks due to player actions, much like the ATO.
The ATO bonus takes special mention because it is a unique buff to the AT; the critical hit increase exists outside the regularly available methods of increasing damage output and is unique to that particular AT. It is not restrained by recharge rate or damage caps, and it costs no endurance. It is not an additional damage proc. It is because of this uniqueness and ease of usage that it has to be a factor when comparing Scrappers to anything else. Though you can neglect the SATO version since undoubtedly not every scrapper is level 50 with a catalyst.
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I have never been so glad in my life that players have so little control over the game. I have been told for years (by very good friends) that letting a scrapper on a Master run of anything was a pity spot, and I was the only person they would do it for. They never said that about tanks or brutes.
Tanks have a role, it is just not the role you like. Also I agree, Brutes are still OP. their resistance cap should have been lowered to 85% when the fury chances were made. I say that with all but 3 of my 15 lvl 50 toons being scrappers and brutes. |
remove Scrappers and Brutes from the game entirely |
I don't like Masterminds, but I would NEVER advocate removing them from the game. I can just not play them.
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. |
Especially given that Brutes and Tankers having very comparable survival potential
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How much they actually have is vastly more important than how much they can theoretically get on paper. The average tanker is far more survivable than the average brute and that survival margin is not immaterial to survival. So long as that is true, the potential survivability will be not very relevant. Controllers and Defenders have the same buff and debuff potential, because the strength caps and floors for allies and enemies are identical regardless of the identity of the buffer and debuffer.
If you're always running around with damage capped and resistance capped Brutes, then you should a) always play brutes and b) recognize that your experience is sufficiently far outside the norm for it to be irrelevant to game balance. If you're always capped, you're exactly the type of player that doesn't need help of any kind. Game balance is for the normal players to get normally balanced gameplay propositions in normal gameplay situations.
Basically, if you're always damage capped, then even your Tankers are doing more damage than 90% of all the damage dealing characters in the game, from Scrappers to Stalkers to Blasters to Brutes to Dominators. Asking for even more in that situation is ridiculous.
If you're not always damage and resistance capped, stop mentioning the situation like its relevant.
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With a little disrespect as possible meant to your friends, I think they are downright weird.
If there's anyone my friends worry about on a "master" spot (and for the most part, there's not, as long as we know the player is competent), it would be a Blaster or Stalker. |
Let me again petition for a way for scrapes to be able to increase their max end. Shoot, get rid of conserve power, and give scrappers the more reliable Superior Conditioning in their EPP.
Out side of this argument. I would like to show that I am sane by stating that I think Scrappers have a snow ball's chance in hell of getting any kind of buff. As many have said, they just work. I would still like to see them get something that is their own, but I don't think it is likely to happen. As many say "Don't fix what's not broken" I get that, I really do. However I also love Scrappers and would love to see them get something unique.
As this point I would be satisfied if some of the more requested sets were proliferated to scrappers. I am pretty sure that will have to satisfy me, because it is the best I am likely to get.
I still say that a scaling end total buff would be cool, and not game breaking. At most it would allow scrappers to maybe change up their slotting, or not pick a power.
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It only supports if you ignore everything else I brought up, like AoEs and having to maintenance bruising by taking away from the attack chain.
Scrappers opening with a critical is irrelevant, since their damage is averaged out over time to get those numbers. Because of this, a scrapper is always performing at their peak regardless of whether or not any particular attack lands a critical. A tank isn't suddenly doing more because they have the option to open with a bruising attack. Opening with a bruising attack isn't itself always optimal, since you may need to open with a taunt /+ an AoE in order to draw aggro before the enemies run off and pwn the blaster. The scrapper ATO doesn't discriminate: it applies its effects to all scrappers that slot it. It is readily available as low as level 7 to free players and provides a global bonus applied to all all relevant attacks. The only reason why someone would not slot this enhancement given the resources to own it is by some personal ideology that would stand firmly against ATOs. It must be taken into account because at any point in which we are comparing ATs we must compare them when they are being set towards optimum performance and not when being purposefully gimped. Doing otherwise creates a problem where we can arbitrarily limit the performance of any AT based on chosen slotting. For example, I have seen many tankers that work specifically around AoE attacks and do not slot their first attack or use it regularly in an attack chain. Because of this, you can assume arbitrarily that bruising does not apply to all tanks due to player actions, much like the ATO. The ATO bonus takes special mention because it is a unique buff to the AT; the critical hit increase exists outside the regularly available methods of increasing damage output and is unique to that particular AT. It is not restrained by recharge rate or damage caps, and it costs no endurance. It is not an additional damage proc. It is because of this uniqueness and ease of usage that it has to be a factor when comparing Scrappers to anything else. Though you can neglect the SATO version since undoubtedly not every scrapper is level 50 with a catalyst. |
And I didn't mention it, but probably should have, but I was also assuming both ATs were slotted with SOs, since that is what the majority of the game is balanced around. And as far as I'm aware that has not changed (with the possible exception of Incarnate content).
IOs break balance between ATs. They broke balance between them the day they were introduced, when people discovered they can get a crap ton of defense on an AT that was never meant to have it.
It is fairly safe to assume that any balance point between ATs is not taking things like 90% global recharge and soft-capped defenses on resist-based sets into account.
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. |
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.
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And the conclusion I reached with all of that is that if the devs decide they are going to balance all 4 melee ATs, then Brute players are going to be REALLY pissed at them. Probably best to just leave well enough alone at this point. |
Your entire argument boils down to: "Let Brutes have their way. They don't have to pay as much for their survivability; screw Tankers, they do."
Not to mention, you started this whole thread because Stalkers got a small, much needed fix that you felt threatened Scrappers (cause Scrappers are totally an endangered AT).
Honestly people, let that sink in for a second.
So you've got no business questioning anyone else's motives or reasoning for wanting AT changes.
However, minions are the worst thing to balance against since they are so weak they get killed very quickly. Lets balance things against bosses
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At sufficiently high levels, the ratio of health between minions, Lts, and Bosses is about 1:2:6. So in effect, in terms of the total damage you have to generate, you end up with the equivalent of six minions, 6 minion-equivalents of Lts, and 6 minion-equivalents of bosses. Which is actually probably not a coincidence: its probably embedded deep in the spawning code to generate these weighted results.**
So in terms of balancing things like critical chance, the most appropriate thing is to balance on the assumption that the critical chance is equally weighted between minions, LTs, and Bosses, in the large scale case. In the small scale case, its four to five minions to two minion-equivalents of Lts, a ratio of about 2:1 to 2.5:1.
That means for most Scrapper attacks that follow the 5%/10% rule, the average critical rate should be about 8.3% in the large case and 6.4% - 6.7% in the small case. Which is one of the reasons why for years now I've generally split the difference and assumed its about 7% for balancing purposes.
** And for long, long, *long* time forum readers those numbers should look familiar because they came up during Ice Tanker balancing: those rough numbers were used in Circeus' calculations based on Havok's spreadsheets and conversations with the devs on refining his target-mix calculations
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You all need to chill the name calling out. CHILL OUT!
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Dude, how do you manage to not get banned on a regular basis?
Why does this discussion have to become so personal?
Several of us have disagreed left and right, w/o taking it personal or throwing personal insults. The last post was really uncalled for.
Edit: This was directed at Johnny, I just didn't want to quote him.
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This is why you're a hypocrite. Your entire argument boils down to: "Let Brutes have their way. They don't have to pay as much for their survivability; screw Tankers, they do." Not to mention, you started this whole thread because Stalkers got a small, much needed fix that you felt threatened Scrappers (cause Scrappers are totally an endangered AT). Honestly people, let that sink in for a second. So you've got no business questioning anyone else's motives or reasoning for wanting AT changes. |
I can admit when I was wrong about something. Can you?
Not that I'm expecting you to, you never have that I'm aware of.
(Yes, Claws admitted he was wrong about something. It doesn't happen often, but I can't argue with the numbers)
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. |
The ATO bonus takes special mention because it is a unique buff to the AT; the critical hit increase exists outside the regularly available methods of increasing damage output and is unique to that particular AT. It is not restrained by recharge rate or damage caps, and it costs no endurance. It is not an additional damage proc. It is because of this uniqueness and ease of usage that it has to be a factor when comparing Scrappers to anything else. Though you can neglect the SATO version since undoubtedly not every scrapper is level 50 with a catalyst.
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I get all of this. I don't want them to be better, but I do want them to have something that is their own that they don't have to share.
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PowerPuff Girls aside, that's where I see Scrappers - their thing is just stats. They don't have the special abilities the other ATs use to raise their stats under certain conditions, they just have decent stats all the time irrespective of anything. Considering all other ATs in the game have something to monitor, that seems like a sufficiently unique "thing" that only Scrappers have.
Out of all of what you named it still seems like a buff to their end total would have the least imbalance in the game.
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But what makes a Scrapper more fit than a Brute, who actually needs the fitness more thanks to the nature of the Fury mechanic? I'm not saying this to challenge you, by the way. I'm genuinely interested in an explanation.
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.
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Because Claws has gone out of his way in the past to troll me constantly, and he gets away with it. He's fired far worse personal insults at me than calling someone foolish. He can't shoot my arguments down, so he ignores them. And quite frankly, I'm getting tired of him and the few others I presume are his buddies that show up to crap on anything I have to say.
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The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Someone's gotta be "the Ken", "the Mario", "the Human", etc - the character whose tag is that he or she is balanced, average, nothing special. (For one thing, a lot of players - both new and experienced - like such characters precisely because they're so straightforward and gimmick-free.)
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You seem to have missed or disregarded where I mentioned that everything I was calculating was with the assumption that both ATs were solo.
And I didn't mention it, but probably should have, but I was also assuming both ATs were slotted with SOs, since that is what the majority of the game is balanced around. And as far as I'm aware that has not changed (with the possible exception of Incarnate content). IOs break balance between ATs. They broke balance between them the day they were introduced, when people discovered they can get a crap ton of defense on an AT that was never meant to have it. It is fairly safe to assume that any balance point between ATs is not taking things like 90% global recharge and soft-capped defenses on resist-based sets into account. |
Now, there is a much bigger case as to why you don't want to balance around IOs, and that is because IOs require real life money. Either from VIP subscriptions to just buying the license. The ATO bonus does not require this. There are those other petty differences between them, such as how IOs need sets to be of any use while the ATO doesn't, how IOs require certain levels to be achieved while the ATO needs only level 7 to be at peak effectiveness, how IO sets require dedicated sloting for them while the ATO bonus doesn't. The only thing the ATO has in common with the IO is that it has bonuses as a set and it isn't a SO enhancement.
The devs do look at the IO sets still. I remember awhile ago Blessing of the Zephyr received a nerf because it was too powerful. IOs aren't an instant "screw balance" button the devs put into the game and continue to ignore. However I digress: your assessment is flawed because not every tanker uses bruising. I didn't even know bruising existed until I went to the forums, let alone did I build and slot to take bruising into consideration and construct an attack chain to maintain the resistance debuff.
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Someone's gotta be "the Ken", "the Mario", "the Human", etc - the character whose tag is that he or she is balanced, average, nothing special. (For one thing, a lot of players - both new and experienced - like such characters precisely because they're so straightforward and gimmick-free.)
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Especially when even though Toad has better acceleration than Mario, his handling is so poor he crashes constantly and faceplants despite Defiance.
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In my opinion, only two balancing points are particularly relevant to overall average game balance. First, there's the general case of general mission scaling. For sufficiently large teams or high difficulty sliders, the proportion of bosses, Lts, and minions tends to be about one boss to three Lts to six minions. In smaller spawning and at settings where bosses are blocked, the ratio tends to be closer to one LT to four or five minions.
At sufficiently high levels, the ratio of health between minions, Lts, and Bosses is about 1:2:6. So in effect, in terms of the total damage you have to generate, you end up with the equivalent of six minions, 6 minion-equivalents of Lts, and 6 minion-equivalents of bosses. Which is actually probably not a coincidence: its probably embedded deep in the spawning code to generate these weighted results.** So in terms of balancing things like critical chance, the most appropriate thing is to balance on the assumption that the critical chance is equally weighted between minions, LTs, and Bosses, in the large scale case. In the small scale case, its four to five minions to two minion-equivalents of Lts, a ratio of about 2:1 to 2.5:1. That means for most Scrapper attacks that follow the 5%/10% rule, the average critical rate should be about 8.3% in the large case and 6.4% - 6.7% in the small case. Which is one of the reasons why for years now I've generally split the difference and assumed its about 7% for balancing purposes. ** And for long, long, *long* time forum readers those numbers should look familiar because they came up during Ice Tanker balancing: those rough numbers were used in Circeus' calculations based on Havok's spreadsheets and conversations with the devs on refining his target-mix calculations |
This is cool info to have. There is something I would like to comment on, though. When dealing with an assortment of minions, Lts, and bosses, the total scaled HP of that spawn needs to take into consideration that by spreading out amongst multiple "nodes" it provides a means to multiply the damage done by cones, auras, and AoE attacks to this HP base. For this reason, if we have a regular spawn of 1 boss, 3 Lts, and 6 minions, then an AoE will do up to 6 times the damage to minions than on bosses, and twice the damage to minions than Lts. Though many cones have a 5 target maximum, so this becomes 5 times bosses and 66% more than LTs.
This is a far greater difference than the changes in critical hit rates applied to different classes of enemies. As far as the overall damage output goes, I am unsure of exactly how much threat each boss and minion poses through their damage and accuracy and other abilities. My *perception* has always been that the bosses do more damage than the minions that surround them, though this may be mistaken. Regardless, the ease of which minions are killed or overall disabled means they are not as much of an overall threat as the stronger but fewer bosses and LTs that occupy the spawn. Exceptions do apply.
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It is precisely because its unique and easy to compute around that you have to be extra careful in including it, and not other comparable options, when discussing game balance. You cannot simply include the critical chance ATIO and not damage proc ATIOs just because the damage proc ATIOs are more difficult to calculate the effect of. That's not kosher.
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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.
Out of all of what you named it still seems like a buff to their end total would have the least imbalance in the game.
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