Blaster performance test.
Very interested in seeing how this pans out.
Why would you pick /Dark instead of /Cold if you wanted a super-corruptor?
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Cold does have more -RES debuffs, but one of them only has 50% uptime at best on SOs, and three of its powers are skips for a solo-only corruptor. It's also relatively light on debuffs which reduce your enemy's ability to hurt you, which is where Dark excels with all the stacking -tohit and -dmg.
On a team, though, Cold Domination is likely miles better, and the inclusion of IOs would slant things further in Cold's favor I think.
Still, I'm not confident enough to say that Dark is better for soloing with conviction. I think it stands a solid chance of being more survivable but also probably does a little less raw dps.
Very interested in seeing how this pans out.
This is a good question, actually. I'd personally opine that for a strictly solo Corruptor, Dark may be a better choice - Dark Miasma only has one power that has no application for a solo player while Cold Domination has three. Tar Patch duplicates the most important part of Sleet (the -RES), Shadow Fall's resistances are arguably slightly more useful than Arctic Fog's, Dark Miasma has two mezzes (one soft, one hard), and Dark Miasma's -regen has better uptime (if I'm right about you being able to use Howling Twilight without dead allies present). Cold does have more -RES debuffs, but one of them only has 50% uptime at best on SOs, and three of its powers are skips for a solo-only corruptor. It's also relatively light on debuffs which reduce your enemy's ability to hurt you, which is where Dark excels with all the stacking -tohit and -dmg. On a team, though, Cold Domination is likely miles better, and the inclusion of IOs would slant things further in Cold's favor I think. Still, I'm not confident enough to say that Dark is better for soloing with conviction. I think it stands a solid chance of being more survivable but also probably does a little less raw dps. |
Sleet is no doubt powerful, but Cold has far too many dead and poor upkeep powers to make this one, although very powerful, power make up for what Dark brings.
Shadow Fall is superior to Arctic Fog.
Twilight Grasp
Fearsome Stare
Fearsome Stare
Fearsome Stare
Dark Servant
Fearsome Stare
Sleet > Tar Patch, but Benumb is pretty much a strict AV killer (Which you aren't soloing in SO's), and Heat Loss is just 'there'.
Dark Miasma is flatly superior at SO levels for soloing, and is arguably better at IO levels for non-AVs.
Cold is arguably better for teaming at SO levels, and flatly at IO levels.
The big thing is; While Sleet is POWERFUL? Fearsome Stare stops Alphas.
Cold doesn't compare to Dark at SO levels for soloing. Superior recharge times all around and the almighty Fearsome Stare are more than enough for this.
Sleet is no doubt powerful, but Cold has far too many dead and poor upkeep powers to make this one, although very powerful, power make up for what Dark brings. Shadow Fall is superior to Arctic Fog. Twilight Grasp Fearsome Stare Fearsome Stare Fearsome Stare Dark Servant Fearsome Stare Sleet > Tar Patch, but Benumb is pretty much a strict AV killer (Which you aren't soloing in SO's), and Heat Loss is just 'there'. Dark Miasma is flatly superior at SO levels for soloing, and is arguably better at IO levels for non-AVs. Cold is arguably better for teaming at SO levels, and flatly at IO levels. The big thing is; While Sleet is POWERFUL? Fearsome Stare stops Alphas. |
That is the problem. The only thing that statistics about people taking snipes tell you is how popular it is as a product.
You are much better off listening to the people who have long complained about snipes, listening to their complaints and then checking statistics to see how badly changes to the power will affect the people that actually use them. |
By what measure underperform ? The defiance 2.0 changes were based on the idea that they underperform in earning rewards. If the devs sample for that information again and the signal is not there would it imply blasters were functioning well enough ? Despite the fact that blasters are the most abandoned AT ? |
Which is why actually modelling the problem is necessary. If the model shows a performance problem relative to what other ATs can achieve blasters should get the buff no matter what the stats show. If the model doesn't indicate a problem but the stats do, its time to examine the assumptions in the model. The 'Range is a blaster's defense" might well be an assumption that is baked into the dev's formulas for balancing ATs that is just not valid. (Hover is just too much of a pain for the majority of players to take ?) |
THB's test case can't be called an anecdote. He has a methodology for recording the data and reporting it that is non subjective and usable by others. I don't know if it will shed more light on blaster performance or changes in the game but at the very least it should provide some insight on how the ranged damage AT does against a melee damage AT in a variety of situations. |
If the model doesn't predict the data the model is wrong, correcting it is called science. If your model is nothing but curve fitting to the data, that is called religion. |
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It's called numerical analysis, and is totally part of science. Most real world modeling is built from curves found to fit data. Religion is when you alter the data to fit your models. |
In this case there is no excuse not to model and use the model to make the judgment call. Its not difficult if you have the data available in a usable form. Its hardly an unreasonable expectation that devs would have the information available.
Edit as to the rest, sorry its just making excuses for not doing things properly.
If the model doesn't predict the data the model is wrong, correcting it is called science. If your model is nothing but curve fitting to the data, that is called religion.
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But THB doesn't have a model to test at the moment, at least not an acknowledged one. His thesis is that Blasters don't have the performance gap that the data shows, because he doesn't trust the data, and he wants to generate comparison runs to see if those comparison runs demonstrate that the performance gap doesn't exist.
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I did a quick read over the posts and don't think I saw this pointed out. I'm guessing you are running the level 1 - 15 ish type content. Isn't it well documented and pretty much common knowledge that at this point the blaster AT is at its strongest. More attacks than any other AT, damage scale vs. foe HP is much more friendly, and incoming damage is much more manageable.
Its something like level 22 ish up, where AT damage modifiers kick in, foe HP scales and their damage starts to increase much faster than blaster damage.
I realize that all of us are different and we are quite likely to play our toons differently. We all have different resources at our disposal, different experiences and not all players are likely to use a blasters rain of fire or Ice storm as a damage mitigation tool as opposed to additional damage.
I feel quite certain that each of us that has played several types of blasters has all the data we need at our disposal. The question would seem to me a matter of how to interpret the data.
Comparing a blaster to a stalker is like comparing cookies to cake. Both are good alone or with ice cream. Both archetypes have strengths and weaknesses.
You can take the very best stalker and compare it in a pylon test with the very best blaster.
Surely you can compare DPS, provided both characters can handle the splash damage from the pylon. Most likely, the stalker could, but the blaster would have a rougher time of it.
I certainly appreciate the view that a blasters damage isn't king, particularly at the higher levels. And I am irritated for my blaster that a brute or a tank, or any other AT for that matter can get a nuke (judgement) with no end crash. So can my blaster, but now, a blasters ultimate weapon can be replaced with any other AT.
All that said, I would suggest that player A may adapt to playing a stalker with far more ease than a blaster. Whereas, player B may prove better at playing a blaster. One players experiences with comparisons are interesting, but hardly conclusive, even with a hundred different players. The data set would still be too small.
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I did a quick read over the posts and don't think I saw this pointed out. I'm guessing you are running the level 1 - 15 ish type content. Isn't it well documented and pretty much common knowledge that at this point the blaster AT is at its strongest. More attacks than any other AT, damage scale vs. foe HP is much more friendly, and incoming damage is much more manageable.
Its something like level 22 ish up, where AT damage modifiers kick in, foe HP scales and their damage starts to increase much faster than blaster damage. |
I did a quick read over the posts and don't think I saw this pointed out. I'm guessing you are running the level 1 - 15 ish type content. Isn't it well documented and pretty much common knowledge that at this point the blaster AT is at its strongest. More attacks than any other AT, damage scale vs. foe HP is much more friendly, and incoming damage is much more manageable.
Its something like level 22 ish up, where AT damage modifiers kick in, foe HP scales and their damage starts to increase much faster than blaster damage. |
For example, at level 15 the Blaster ranged modifier is only 48% higher than the Defender one, and only 65% higher than the Controller one. And while that may seem high, consider that solo Defenders have a 22.5% damage buff at a time when most players are not heavily slotting damage yet (the Vigilance buff also scales with level until 20). And Controllers have containment. The actual modifier edge may be less than 25% against defenders and actually a wash against controllers (having more attacks will likely still give the blaster an edge, but not nearly as much of one as the numbers would suggest at a glance).
By the time the Blaster modifier fully asserts itself at level 20, the threat level has also become high enough to erase that modifier advantage.
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Once again, the Blaster died once, but it didn't have an impact on the experience gained. It was actually a fluke death during the (I think) third Dr. Graves mission, I didn't remember that a Hellion would spawn in the beginning of the map, I went to run straight to the computer half-paying attention and reading help and he stomped me. >.> I played the Stalker second so I didn't make the same mistake twice. I'm still counting the defeat in the interest of fairness though.
DP/Dark Blaster
Total levels: 2
Total defeats: 1
3:35 Dr. Graves (1 defeats)
4:02 lvl 8
4:09 COT glowie Newspaper (0 defeats)
4:16 Hellions glowie Newspaper (0 defeats)
4:25 COT hostage Newspaper (0 defeats)
4:29 lvl 9
4:34 complete
Elec/Ninj Stalker
Total levels: 2
Total defeats: 0
4:54 Dr. Graves (0 defeats)
5:21 lvl 8
5:29 COT defeat boss Newspaper (0 defeats)
5:37 Hellions glowie Newspaper (0 defeats)
5:44 COT hostage Newspaper (0 defeats)
5:47 lvl 9
5:52 complete
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Quick question for you by the way. I know the other day you played using the default difficulty settings (and I assume you did today too), but is there a pre-set point where you plan on upping that, are you playing at default the entire way or are you just going to play it by ear? If the two do ever end up playing on different difficulties it might be easiest to just note it in the bold section with the powersets and AT.
As an aside, I am surprised you've had more deaths with the blaster at this point. I was expecting them to be about even until the late teens or so.
MA Arcs: Yarmouth 1509 and 58812
I'm interested in seeing more results from THB, but there are far too many uncontrolled variables for the experiment to mean anything when it comes to relative blaster performance.
First, the experiment is completely longitudinal and contains no analysis of any of the other powersets available to blasters (or stalkers). As a result, the experiment is completely irrelevant as to whether blasters are underperforming as a whole. Taking a single representative of a group and pitting it against a single representative of another group says very little about comparing the groups. Stats 101.
Second, there's other uncontrolled variables. What if THB is worse at playing blasters than stalkers, as in one playstyle is easier for him to play than the other? What if he plays one variable while he is awake and alert and the other while he is tired and sleepy (or drunk :P)? What if THB is a great player (or crappy) in general and is not representative of average skill required to play each build? What if the differences in kill rate/death rate (if any) are more attributable to a ST vs. AoE analysis? Playing at +0/x0 with fewer enemies benefits ST much more than playing at -1/x8. It's possible then that THB could find his lone stalker to outperform his lone blaster at +0/x0 simply because blasters perform better against more enemies. I'm reminded of the scenario in which it's often better to turn up the enemy count and lower the enemy levels when playing a brute simply because of the way Fury works. What if the proximity of spawns in missions favors powers that are more frequently usable than powers that are stronger but recharge less often? I'm reminded of the old farming threads asking whether FSC or LR was better for the non-AE farms. And this list is far from exhaustive.
Just way too many variables that could affect the outcome of THB's results in such a small sample-size experiment. This is why Arcanaville argues for relying on large scale statistical data mining to determine AT performance issues rather than small scale model comparisons. With this many variables at play, THB's experiment logically cannot provide any larger conclusions than "THB's DP/Dark blaster died more/less often on the same missions than THB's Elec/Nin stalker." That's useful and interesting on its own (hence my enjoyment of this experiment; I plan on asking which story arcs were his favorites so I can give em a try), but applying that conclusion to the much more complex issue of general blaster under-performance would be a clear fallacy.
Quick question for you by the way. I know the other day you played using the default difficulty settings (and I assume you did today too), but is there a pre-set point where you plan on upping that, are you playing at default the entire way or are you just going to play it by ear? If the two do ever end up playing on different difficulties it might be easiest to just note it in the bold section with the powersets and AT.
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As an aside, I am surprised you've had more deaths with the blaster at this point. I was expecting them to be about even until the late teens or so. |
Yeah, I was thinking I'd turn the difficulty up on both characters at level 20 when I respec and slot enhancements.
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They've really been inconsequential deaths though. I've felt the Blaster has played much more smoothly so far, the Stalker is a pain with his endurance and he's more prone to miss, plus the AOE as of now on the blaster is much better (Bullet Rain and whatever the cone is called, the Stalker only has the melee cone that's way harder to get good use out of as an AOE power.) |
Honestly I think my only 'real' issue with the two characters you chose was that Ninja Blade really seems pretty single-target focused in the long run and at least on my DP blaster I tend to use my AoEs a lot. Not that it's a huge deal or anything; people are comparing ATs to each other so any combination should be fair game
MA Arcs: Yarmouth 1509 and 58812
Except that's not what I'm talking about, and this is the third time I'm having to say it. The statistics can point to an existence of a problem. It won't always, but when it does you can't ignore that data. That data won't always give you the right information to optimally address the problem, which is where modeling comes in. Modeling *must* match the existing data, or the model is wrong. *Fitting* the data doesn't mean the model is correct, models become increasingly trustworthy when they are capable of predicting future data collection without significant modification. Models have to be tested by experiments, and in a sense THB's comparison could be an experiment to test a model.
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Once again, the Blaster died once, but it didn't have an impact on the experience gained. It was actually a fluke death during the (I think) third Dr. Graves mission, I didn't remember that a Hellion would spawn in the beginning of the map, I went to run straight to the computer half-paying attention and reading help and he stomped me. >.> I played the Stalker second so I didn't make the same mistake twice. I'm still counting the defeat in the interest of fairness though.
DP/Dark Blaster Total levels: 2 Total defeats: 1 3:35 Dr. Graves (1 defeats) 4:02 lvl 8 4:09 COT glowie Newspaper (0 defeats) 4:16 Hellions glowie Newspaper (0 defeats) 4:25 COT hostage Newspaper (0 defeats) 4:29 lvl 9 4:34 complete Elec/Ninj Stalker Total levels: 2 Total defeats: 0 4:54 Dr. Graves (0 defeats) 5:21 lvl 8 5:29 COT defeat boss Newspaper (0 defeats) 5:37 Hellions glowie Newspaper (0 defeats) 5:44 COT hostage Newspaper (0 defeats) 5:47 lvl 9 5:52 complete |
If you go by reward generation and leveling speed the blaster is doing better. If you go by success in accomplishing tasks the stalker is doing better.
What I really hope to see from this is just how much changes in the game change the nature of the signals the devs can pick up from the variables they monitor.
You can now see what I have been talking about all along. Relying on statistics can paint a completely false picture.
If you go by reward generation and leveling speed the blaster is doing better. If you go by success in accomplishing tasks the stalker is doing better. What I really hope to see from this is just how much changes in the game change the nature of the signals the devs can pick up from the variables they monitor. |
2HB isn't even above level 10 yet, man.
De minimis non curat Lex Luthor.
So, further curiosity here. Are they both going to be kept at the same difficulty level, or will you have them both set the difficulty to where they perform the best even if it's different for each of them?
Oh I wasn't trying to point to the deaths as some sort of proof blasters die more or anything. Especially since it's not indicative of my experience playing blasters at low levels. I was mostly just surprised. Honestly I think my only 'real' issue with the two characters you chose was that Ninja Blade really seems pretty single-target focused in the long run and at least on my DP blaster I tend to use my AoEs a lot. Not that it's a huge deal or anything; people are comparing ATs to each other so any combination should be fair game |
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Is this where I point out that gathering data with a clear bias on what you want that data to prove makes the results less credible. I suppose it is very 'statistics' like though. snarf snarf
Is this where I point out that gathering data with a clear bias on what you want that data to prove makes the results less credible. I suppose it is very 'statistics' like though. snarf snarf
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I've been posting the results very objectively and with detail covering exactly what I did and how long it took on both characters. Unless you're accusing me of lying, I'm not sure what you're trying to say.
I expect the results will start to skew in favor of the Stalker around level 16-18 when it comes to soloing. Teaming on the other hand, the blaster should stay competitive until the 26-30 range at least, with a small boost at 32/33 but will then start to fade fast compared to the stalker.
Hail of bullets is not only a non crashing nuke, but it also includes a defense buff to make certain you can actually use it.