Blaster performance test.
Updated above post to reflect 9 minute adjustment on Arcanaville's defeat all, and combined her results with TwoHeadedBoy's to get a better sample size.
It was a little freaky how Arcana and THB perfectly duplicated several of their results. This actually increased the confidence level; p-value is now
Please don't stop based on anything I post. Stopping when the p-value reaches something you like would bias the results!
I'm not stopping, especially not on anyone's account, hah. I really appreciate the interest this has been getting. I've just been pretty busy both in and out of game lately, I can't guarantee daily sessions for this all the time but I'm absolutely still going to be working on it. I have family obligations almost all day tomorrow but I still might be able to work this in to my schedule. Thanks again for keeping up on this everyone.
Let me see if this sounds familiar.
The devs sample the state of the game and see how players are perfoming at various tasks. They see that the players are doing better at some than they would like and worse at others than they would like. They take the statistics and make adjustments according to them, introducing an entirely new set of problems. Well amazing, If that isn't what gave us defiance 2.0, and a merit rewards system that over rewards hero task forces and under rewards. It's actually a thank god moment that they don't iterate the system more often as it would likely throw the whole thing into a state of complete chaos. |
The PPM is a perfect example of the usefulness of data: they defined a rule that determined what the balanced equivalent PPM:flat% should be. It passed whatever internal balance pass they have, then they pushed it to live. Players noticed these things were substantially more powerful than the existing procs, and some players began to perform statistical analysis to determine what the proc-rate was... we were able to uncover and confirm the dev formula without their assistance, as well as discovering the bug that they're only now fixing regarding cone powers.
I can give all kinds of examples with dynamic systems where taking statistics of how the system is behaving at a given point in time and making adjustments based on them would produce completely undesirable results. However I get the feeling from your argument that watching the statistics of when a television picture was bad would let you fix it, that there is nothing in the world that would convince you that it is an inappropriate method. |
Just to ask, what would it take to convince you, you are wrong on this matter ? You keep holding forth ever more wrong statement and each time they are refuted you make a greater stretch to support them. |
To answer your question with honesty, I'm not sure you can: you are the one making the more extraordinary claim - that observation, experimentation, and numerical analysis are unscientific. But I would love to be convinced! If you somehow manage to demonstrate that it is possible to create a perfect model without testing it, where human behavior is concerned, then I will do everything in my power to see your work published and congratulate on the biggest advance in Economics in the history of the Nobel Prize.
I'm not really sure there's much point to continuing this discussion here, where it is going up against the meaning and purpose of the thread. As such...
*changing gears*
I think I'll try out this Blaster vs Stalker test. Should I try one without vet powers?
Global @Diellan - 5M2M
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
My argument was, from the very beginning, that analysis of data is THE MOST FUN AND EXCITING! part of the scientific method
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Go for it, I'm happy to get more data points. This is definitely not the most rigorous stats analysis in the world. I can list a half dozen flaws already, that is, things I might be doing wrong, Arcanaville and TwoHeadedBoy are doing great! But if you hold your blaster and your stalker to the same rules, as much as you can, good enough, I say.
Go for it, I'm happy to get more data points. This is definitely not the most rigorous stats analysis in the world. I can list a half dozen flaws already, that is, things I might be doing wrong, Arcanaville and TwoHeadedBoy are doing great! But if you hold your blaster and your stalker to the same rules, as much as you can, good enough, I say.
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Global @Diellan - 5M2M
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Redside: Lorenzo Mondavi
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Your blaster and stalker don't have to match theirs, but they do have to match each other.
Your blaster and stalker don't have to match theirs, but they do have to match each other.
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Anyways, unlike the others, I went through blueside, without any vet powers or store powers. I played them both through the tutorial, and started my timers as soon as I got out. I did Matthew Habashy, Sandra Costel, Thiery, then hopped over to the Hollows and did Prescott's arc. The blaster hit the hour mark during the last mission of Prescott, finished it, and turned in the story arc, bumping him up to level 8. The stalker finished that mission three minutes earlier (also hitting level 8 from story arc xp) and so I used that time to hit the trainer and do Flux's first mission (defeat 10 outcast).
Interesting things I've noticed:
The updated Atlas Park is really good for placing things near each other in a sequential manner, so that even though I didn't have Ninja Run, I didn't spend much time running between missions. In fact, I didn't take a travel power when I could because I didn't really need it and my early power picks are both good for both ATs. That rather hurt me when I went to the Hollows and wound up with a "Defeat all Outcasts in base" that was 700 yards away - it was closer on the Stalker, which is responsible for some part of that 3 minute difference.
On the other hand, I didn't hit a trainer at all between level 2 and 6, because the missions were all right next to each other, and the only trainer was so far away. This meant that for the first 32-33 minutes of gameplay, the Blaster had 3 attack powers (plus Brawl and the Tranq Darts) while the Stalker only had 2 attack powers (plus Brawl and the Tranq Darts). Oddly enough, I didn't really notice the lack after a couple of missions, when I got into the hang of my powers... I suspect this is due to the Blaster powers having long cycle times and doing a lot more overkill damage, as the tier 2 blast would almost but not quite kill minions, leaving them still outside Brawl range, but make the tier 1 attack so useless. It helps that crits automatically mean one less attack on an enemy, while higher blaster damage plus defiance rarely changed the number of attacks.
Strangely enough, I hit level 8 significantly faster than either THB or Arcanaville did (level 2 - 8 was 64 minutes for my blaster, 85 for THB's). I'm guessing that has to do with the fact that I hit 4 different story arcs, which have hefty xp bonuses at this level.
Anyways, here's my time (note: for missions, I give the time for when I enter the door or reach the area where kill targets are... also, I have seconds in my notes, but only listing minutes here):
Beam/Energy Blaster
0:00 Level 2, out of tutorial
0:05 Level 3
0:09 Ritual of Souls (last Matthew mission)
0:12 Speak to Sandra Costel
0:13 Level 4
0:16 Confront Skull Leader
0:17 Stop Skulls attack
0:20 Put a stop to Skuls operation
0:23 Level 5
0:24 Turn in Sandra's Arc, speak to Thiery
0:25 Defeat 15 Hellions, er, Arachnos
0:29 Defeat Arachnos Commanders
0:32 Level 6
0:32 Find 3 hidden explosives
0:33 Destroy 3 pylons
0:36 Save Matthew Habashy
0:42 End of Thiery Arc
0:45 Defeat 10 Outcast (Prescott) - yes, that's 3 minutes to turn in my levels from 3 to 6, and travel to the Hollows via Sprint
0:46 Level 7
0:47 Defeat 10 Trolls
0:53 Defeat all Outcast in base (fun travel time)
0:58 Defeat all outcast in 2nd Base
1:04 Level 8 (from turning in the story arc)
Electric/Energy Stalker
0:00 Level 2, out of tutorial
0:05 Level 3
0:08 Ritual of Souls (last Matthew mission)
0:11 Speak to Sandra Costel
0:13 Level 4
0:17 Confront Skull Leader
0:18 Stop Skulls attack
0:21 Put a stop to Skuls operation
0:23 Level 5
0:24 Turn in Sandra's Arc, speak to Thiery
0:25 Defeat 15 Hellions, er, Arachnos
0:28 Defeat Arachnos Commanders
0:32 Level 6
0:32 Find 3 hidden explosives
0:33 Destroy 3 pylons
0:36 Save Matthew Habashy
0:42 End of Thiery Arc
0:44 Defeat 10 Outcast (Prescott) - yes, that's 3 minutes to turn in my levels from 3 to 6, and travel to the Hollows via Sprint
0:46 Level 7
0:46 Defeat 10 Trolls
0:49 Defeat all Outcast in base (fun travel time)
0:55 Defeat all outcast in 2nd Base
1:01 Level 8 (from turning in the story arc)
1:02 Defeat 10 outcast (Flux)
Global @Diellan - 5M2M
Mids' Hero/Villain Designer Lead
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Redside: Lorenzo Mondavi
Blueside: Alex Rabinovich
Got a Mids suggestion? Want to report a Mids bug?
Updated above post to reflect 9 minute adjustment on Arcanaville's defeat all, and combined her results with TwoHeadedBoy's to get a better sample size.
It was a little freaky how Arcana and THB perfectly duplicated several of their results. This actually increased the confidence level; p-value is now Please don't stop based on anything I post. Stopping when the p-value reaches something you like would bias the results! |
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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I have been much slacker than you (collectively), but I had my first run at teaming: my wife's L10-ish Brute ran for about 40 minutes with each of my guys, who are now about level 10.
At first I thought my Scrapper was startlingly tougher, but then I realized that, mostly, she generated less aggro. Blaster was in "enough AOE to annoy the whole spawn, not enough to dramatically injure them" zone. And a knock back cone annoys people a LOT. It will be interesting to see, in a few levels when I've got the second cone slotted, how the aggro-vs.-killspeed ratio balances out. Blaster is slightly ahead, but that's probably because the Brute went into street hunting mode once or twice on the way to the mission. Timing may be a little off, as well, but that'll balance out on the way to 20.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Blaster was in "enough AOE to annoy the whole spawn, not enough to dramatically injure them" zone.
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Blasters will only perform better in teams if they generate less aggro for their attacks
That's why damage will not help blasters teaming. Their problem is doing too much damage so they draw aggro, without killing the stuff. So unless their opening AoE wipes out the spawn extra damage will just make it harder on them.
Blasters will only perform better in teams if they generate less aggro for their attacks |
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At one point I [vaguely] remember a Dev saying that Blasters already have the lowest aggro-per-damage setting the game allows. I also remember Scrapper/Blaster being a "Worst of both worlds" duo (the Scrapper did nothing to keep the Blaster alive including get aggro), and at level 10 Brute/Blaster is probably much the same.
We'll see what it looks like in a few levels, but for now it was a shock that I'd forgotten about.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
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I was considering doing a blaster vs scrapper test. However, I might try a blaster vs defender test instead. I was leveling up a new kin/ice defender and I was not having any issues blowing stuff away. So, I'll be leveling up an ice/ice blaster to the same level and do a performance test between the two.
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
I was considering doing a blaster vs scrapper test. However, I might try a blaster vs defender test instead. I was leveling up a new kin/ice defender and I was not having any issues blowing stuff away. So, I'll be leveling up an ice/ice blaster to the same level and do a performance test between the two.
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... compared to what? Rad?
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I can't argue with the math. That'd be silly.
But I feel there's a serious disconnect. The math tells me that I underperform comparatively.
But not once have I ever felt that. Sure, I've wished I wasn't so easily mezzed. But I've never gone "Man, if only I was doing more damage." or "Man, if only I wasn't faceplanting twice every mission." And my first character (a Blaster!) was a DP/Dev, so not even an optimal combination.
Maybe I just play differently than most Blasters do or something, but the math and my personal experience don't connect, at all, whatsoever.
Is this normal?
I can't argue with the math. That'd be silly.
But I feel there's a serious disconnect. The math tells me that I underperform comparatively. But not once have I ever felt that. Sure, I've wished I wasn't so easily mezzed. But I've never gone "Man, if only I was doing more damage." or "Man, if only I wasn't faceplanting twice every mission." And my first character (a Blaster!) was a DP/Dev, so not even an optimal combination. Maybe I just play differently than most Blasters do or something, but the math and my personal experience don't connect, at all, whatsoever. Is this normal? |
But I feel there's a serious disconnect. The math tells me that I underperform comparatively.
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If I were to hypothetically say women on average make only eighty cents for every dollar men make at the same jobs, that doesn't mean all women are poor. It means there's a statistical skew there that probably shouldn't be there. Individual experiences can vary wildly, which is why its so important to look at very large numbers of people when trying to determine if the playing field is actually level.
Observing the experiences of one man and one woman in the workplace can't tell you if there is a problem or not. But it might give you insight into where the problems might be, if you can otherwise prove there is a problem.
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It does not say that. It says Blasters underperform comparatively.
If I were to hypothetically say women on average make only eighty cents for every dollar men make at the same jobs, that doesn't mean all women are poor. It means there's a statistical skew there that probably shouldn't be there. Individual experiences can vary wildly, which is why its so important to look at very large numbers of people when trying to determine if the playing field is actually level. Observing the experiences of one man and one woman in the workplace can't tell you if there is a problem or not. But it might give you insight into where the problems might be, if you can otherwise prove there is a problem. |
it will be interesting to see if and win blasters hit a wall
a couple of thoughts on this test:
1. having vet powers helps the scrapper more than the blaster as the blaster starts with more attack powers so they can make an attack chain easier. I doubt it matters by level 20. It would be good to know when you stop using vet powers in your attack chain.
2. blasters are a highly chosen AT. I bet that they are chosen a ton by new players. I have to wonder how much player skill matters here. Purely subjective, but are you finding one AT or the other easier to play in terms of thought/tactics?