Give Scrappers a real inherent power
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Stalkers should get some interest on their money if they paid for something back in I6 and getting delivery in I22.
Oh so its just a happy coincidence that they are allowed to have more single target and their reduced survivability just happens to fall at the balance point for that ?
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Also, just exactly what prompts you to say that their reduced survivability "just happens" to fall at the balance point for that? That sounds like you actually believe you can state a) what the average survivability gap between scrappers and stalkers is (and its not proportional to the health difference) and b) there's a metric that balances survivability against AoE damage. Please enlighten us. Because I have no such metric, and I know for a fact the devs don't either. So that makes exactly one of us, and I'm sure you will be more than happy to educate us.
Or you're just making stuff up as usual.
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You can softcap ninjutsu without hide relatively easily. If it gained extra debuff resistance from the change in values, it wouldn't need hides little extra bit of defense and whatever power was put in there (regular stealth ?) would just contribute more to the sets overall hardiness.
I remember a discussion with someone a long time back who came up with D/R/R* values for all the major powersets. (It was, somewhat ironically, part of a debate about whether or not Stalkers should have their MaxHP cap increased.) I recall that Ninjitsu had one of the highest values of all the sets at the time.
I presume that would remain true if it was ported to Scrappers and/or Brutes, though it would lose Hide's +defense along the way. * Defense/Resistance/Regen is a synthetic value related to immortality line. It's your average HP recovery (both regen and heals) divided by your average damage admittance. It represents the maximum average damage/sec you can face without ever dying. |
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There is something you don't have a metric for ?
Stalkers should get some interest on their money if they paid for something back in I6 and getting delivery in I22.
Also, just exactly what prompts you to say that their reduced survivability "just happens" to fall at the balance point for that? That sounds like you actually believe you can state a) what the average survivability gap between scrappers and stalkers is (and its not proportional to the health difference) and b) there's a metric that balances survivability against AoE damage. Please enlighten us. Because I have no such metric, and I know for a fact the devs don't either. So that makes exactly one of us, and I'm sure you will be more than happy to educate us. Or you're just making stuff up as usual. |
Edit: Silly me give you a few minutes I am sure you will fabricate something whole cloth.
Edit: Again
The obvious conclusion is they did what they always do. Ignored it.
Edit: Again
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b) there's a metric that balances survivability against AoE damage. Please enlighten us. Because I have no such metric, and I know for a fact the devs don't either. |
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Damn those devs, they failed again!
If the devs intended Stalkers to be defensively weaker than Scrappers on average, they did not do an especially good job.
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I remember a discussion with someone a long time back who came up with D/R/R* values for all the major powersets. (It was, somewhat ironically, part of a debate about whether or not Stalkers should have their MaxHP cap increased.) I recall that Ninjitsu had one of the highest values of all the sets at the time.
I presume that would remain true if it was ported to Scrappers and/or Brutes, though it would lose Hide's +defense along the way. * Defense/Resistance/Regen is a synthetic value related to immortality line. It's your average HP recovery (both regen and heals) divided by your average damage admittance. It represents the maximum average damage/sec you can face without ever dying. |
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
It might have been. It was definitely someone who I think of as a regular face in old-school Scrapper discussions.
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 have a sudden urge to derail this thread again, or apparently 'salvage' it. But right now I'm actually quite interesting in the Survivability Debate. Maybe if things get dumb, I'll post one of the pre-kitsunetsuki artworks I still have.
Until then, CONTINUE INTRIGUING ME.
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It was, indeed, Catwhoorg.
It might have been. It was definitely someone who I think of as a regular face in old-school Scrapper discussions.
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50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
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Really? That seems unusual, if you're measuring defense and resistance and regen. Ninjitsu only offers defense in steady quantities (with Kuji-In Sha providing some healing and toxic resist). Its survivability shoots up because of the number of soft controls it has, certainly, but I'd think in a D/R/R comparison it would come up short.
I remember a discussion with someone a long time back who came up with D/R/R* values for all the major powersets. (It was, somewhat ironically, part of a debate about whether or not Stalkers should have their MaxHP cap increased.) I recall that Ninjitsu had one of the highest values of all the sets at the time.
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Also, although I'm at work so I don't have Mids to help me with the numbers, Stalker Willpower seems on the surface to suffer from lack of RttC. I imagine they were given Reconstruction because they don't have the HP to fully leverage +Regen, but Reconstruction doesn't scale like RttC does, and it suffers from being a click with a significant recharge which also cuts into offensive power.
I don't think the actual gap is all that large until you start mixing in set bonuses and accolades and such, but Scrapper Willpower can quickly outpace Stalker Willpower, allowing the Scrapper to survive large groups more easily than the Stalker.
Reppu, feel free to post artwork every time A_F posts. It'll help balance things out.
De minimis non curat Lex Luthor.
It's because it has a self-heal backing fairly significant +defense. That's not a combination we see in the other sets.
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
Not to mention the admittedly-situational insane degree of mitigation you can get from caltrops! I have been known to take caltrops before defense powers because I can be close to invulnerable if I have caltrops and a corner.
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Right, I mentioned the soft controls Nin has, but that's not as easily quantifiable or comparable to other defense sets as D/R/R.
Not to mention the admittedly-situational insane degree of mitigation you can get from caltrops! I have been known to take caltrops before defense powers because I can be close to invulnerable if I have caltrops and a corner.
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Nin has slow, sleep, and confuse available. Very interesting defense set, to be sure.
De minimis non curat Lex Luthor.
I don't think I have enough commission or fan work to do that...
Making up stuff as usual it is.
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Oh this from someone who proclaimed themselves an expert on game theory because they read a book on it, and has people using techniques 400 years before they were invented.
You still haven't put up how increasing blaster damage is a poor way to help them survive. Don't worry that one can wait, I am sure it takes some effort to skew the assumptions so the point is proved.
You still haven't put up how increasing blaster damage is a poor way to help them survive. Don't worry that one can wait, I am sure it takes some effort to skew the assumptions so the point is proved.
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Catwhoorg was one of the proponents of the DDR survivability theory, aka layered defenses. It was a more rule of thumb based theory that echoed the calculated Def x Res x Regen theory that formed the basis of most mitigation calculations, particularly after my first I2/I3 scrapper comparison thingy.
It might have been. It was definitely someone who I think of as a regular face in old-school Scrapper discussions.
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It might have also been partially based on numbers that were circulating around the forums after I started posted my proliferation spreadsheet, which tried to show what ever mitigation powerset would look like if ported without modification to any of the four melee archetypes. Ninjitsu kept showing up as a really strong player in those calculations. Outside of tier 9 Ninjitsu was a strong def + heal player, and within tier 9s Elude + Reconstruction was a tough combination to beat.
Not only did Ninjitsu have the only Def+Heal combination for a long while, it was and as far as I know still is still the only combination that has strong positional defenses and high psionic and toxic resistances, which are the primary damage sources that can leak past positional defense.
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Making up even more stuff as usual.
Oh this from someone who proclaimed themselves an expert on game theory because they read a book on it, and has people using techniques 400 years before they were invented.
You still haven't put up how increasing blaster damage is a poor way to help them survive. Don't worry that one can wait, I am sure it takes some effort to skew the assumptions so the point is proved. |
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I'm enjoying the topic, it's just that this particular argument of yours seems disingenuous.
It's 134 actually. (1338 v. 1204) And I mean no disrespect, but your annoyance is neither my goal or my concern.
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Less than half of the Scrapper sets (Will, Shield, Regen, Invul) have health buffs. So this is not an AT wide distinction until we get in teams. And even there, there are very few HP buffs. |
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I never said anything different. In fact, I've said that the base is 134 and the cap is about 400. But it's presented as if it is this chasm of difference and it's not. |
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For simplicity let's take an even level minion with a 100 damage attack. No other defense powers for this example Chance of hitting the Scrapper = 50% for an expected health loss of 50 Chance of hitting the Stalker = 47.5% for an expected health loss of 47.5 That's 5 percent mitigation. |
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All Scrappers get a +Stealth power? |
However one thing all Scrappers have is a better self buff mod giving them a better return on any +Damage powers they get.
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I never said Placate was better than other types of controls. I said that it has a significant effect on survivability if used properly. |
You annoy yourself. If you wished to not be annoyed you simply had to ignore this post. Instead, you have contributed to the post. I thank you for contributing to the post. But you must know that you have only yourself to blame for how you're feeling.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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Reconstruction is a benefit to Stalker Willpower.
Also, although I'm at work so I don't have Mids to help me with the numbers, Stalker Willpower seems on the surface to suffer from lack of RttC. I imagine they were given Reconstruction because they don't have the HP to fully leverage +Regen, but Reconstruction doesn't scale like RttC does, and it suffers from being a click with a significant recharge which also cuts into offensive power.
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Saturated to ten targets RTTC gives 633% Regen. That's heals a bit more than 1.5 of your max health in one minute. That's assuming you can keep ten targets around you for the whole minute.
Reconstruction with SOs returns 50% health every 30 seconds. And it benefits from additional recharge. Get it to 20 second recharge (which my Stalker and Scrapper does) and it heals just about as much as a fully saturated RTTC and you don't have to have keep any NPCs around you. And Recon can heal through burst damage. And Reconstruction provides toxic resists as well as its healing.
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I don't think the actual gap is all that large until you start mixing in set bonuses and accolades and such, but Scrapper Willpower can quickly outpace Stalker Willpower, allowing the Scrapper to survive large groups more easily than the Stalker. |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Now you're having difficulty remembering what you said minutes ago. Have you considered the possibility you're currently experiencing a stroke?
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That's accurate.
I don't see where the 50 damage is suddenly becoming 47.5 as Hide is defense only and doesn't have an effect on damage that gets through.
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100% of damage is sent at you. The base to-hit is 50%, so with 0% defense, on average 50% of all the damage thrown at you will hit you. With 2.5% defense, on average 47.5% of all the damage thrown at you will hit you.
Thus, of all the damage that actually hits you, there is a 5% reduction (as 5% of 50% = 2.5%).
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Reconstruction is a benefit to Stalker Willpower.
Saturated to ten targets RTTC gives 633% Regen. That's heals a bit more than 1.5 of your max health in one minute. That's assuming you can keep ten targets around you for the whole minute. Reconstruction with SOs returns 50% health every 30 seconds. And it benefits from additional recharge. Get it to 20 second recharge (which my Stalker and Scrapper does) and it heals just about as much as a fully saturated RTTC and you don't have to have keep any NPCs around you. |
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That has not been my experience at all. |
De minimis non curat Lex Luthor.
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I find all the arguments dismissing Hide and Placate disingenuous. I'm just stating that I don't find the 134 Health difference to be nearly as meaningful as folks make it out to be.
I'm enjoying the topic, it's just that this particular argument of yours seems disingenuous.
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For example. People bring up the regeneration boost provided by those 134 points. Well, let's consider a reasonable amount of regen buff. Say 400%. That's exactly 1 full HP bar per minute.
That means that over the course of a minute a Scrapper regens from 134-400 more health than a Stalker. Over a minute. That means at best, the health difference is worth a green respite of healing. Remember that's at the cap.
And it presumes that the Stalker has no other tools, LIKE HIDE AND PLACATE, to help.
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Stalkers only have 3 sets with HP buffs, and I think due to the rarity of +HP that 134 difference actually becomes a bigger gap than it would seem. |
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Granted its not a chasm of difference, however it is significant enough to matter and shouldn't be ignored. Is the difference big enough? I honestly can't say as I'm not good with data. |
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I don't see where the 50 damage is suddenly becoming 47.5 as Hide is defense only and doesn't have an effect on damage that gets through. |
If you have a 47.5% chance of taking 100 damage, you may expect that you will get hit 47.5% of the time and missed 52.5% of the time. Making your average damage 47.5 in that instance.
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No that power is only present in certain sets,and my statement was more about how Hide isn't the be all end all that you're making it appear to be. |
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However one thing all Scrappers have is a better self buff mod giving them a better return on any +Damage powers they get. |
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And that effect is no different than what you get from a stun,sleep,fear or hold. Due to how powers get moved around and changed to add AS and Placate to Stalker primaries from what I've seen usually a PBAoE,Cone or Control effect is removed from the equivalent Scrapper Primary. |
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So...anyways...looking from this from another angle, how about a "Second Inherent" for Scrappers, since Doms have two primaries and all that.
Anyways...
BRAVADO:
"Scrappers LOVE to fight, and not just in small doses. They love it all, from single foes to massive bar brawls. Fighting will fill your Bravado's power bar. When the bar fills, the Scrapper expends his energy into an insane burst of violent fury. Additionally, each of the Scrapper's teammates gains a small bonus to damage, since a good fight always invites a crowd!"
Numbers:
Basically, it's a Dom bar that fills for Scrappers like Fury would for Brutes or Domination does for Dominators.
Once you click it, you would get one of:
Guaranteed crits for next X seconds?
HUGE damage buff to self (+75% damage?) and a smaller buff to teammaes (+12.5%)?
A "Terrorize" cone effect? Not really in flavour for the idea though.
Benefits:
Wouldn't require Devs to sort through each attack set's damage mods.
Fire and forget nature, doesn't need tweaking or balancing for IOs or anything.
Would help against large targets and just allow overwhelming of weaker foes.
Weaknesses:
Need to re-code a powerbar for an older AT.
MOAR DAMAGE might not be the solution here.
A team buff might be too much.
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
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