Blaster performance test.
BL, when you say things that seem misinformed or misleading, being challenged on them is not "being dragged through the mud". When you make claims, people are going to respond if they seem really out of whack or out of place. It's completely normal. If people are rude about it, that's one thing, but just the act of challenging what you say isn't rude.
|
Do you say that because you believe it, or because you think there is any chance at all anyone else will? |
Now let me ask you something.
Stone, BP and I duoed just about all the blueside TFs and we did them with no temps and no deaths. When someone says that a scrapper is 20 time stronger than a blaster they are just full of it. The resistance caps on blasters and scrappers are the same and its no harder to build a blaster for defense than it is a scrapper. |
|
5 Sets of Thunderstrike = 18.75 def ranged 4 Sets of Mako's bite = 15% def ranged Weave, hover, maneuvers = 11.7% all ___ 45.5 % def ranged |
So let me ask you question what could I have said that I didn't to make it plainer I was speaking of defense and adding defense with IOs ? The initial statement plainly refers to survivability, resistance and defense as 3 different things. There are examples of how to do what I was talking about. Where could be more be given.
Now I noticed you were talking about survivability in your reply and it was the point of my initial statement how about a comparison ?
Invulnerability was claimed to be 20 times stronger than a blaster.
Invulnerability is strongest against smash lethal damage an SO only build with dull pain active and the fighting pool, combat jumping and maneuvers will have
S/L def =25%
S//L resistance = 70%
HP = 2400 hp ::from dull pain and accolades::
A blaster using the ice epic
S/L def = 28 %
S/l Resistance = 16%
HP = 1609 from frostwork and accolades
the scrapper/blaster overall survivability = (def mitigation ratio)*(resistance mitigation ratio) * (hp ratio)
= (.22/.25)* (.84/.30)* (2400/1600) = 3.69
3.7 is much less than 20
None of this takes into account status effects, or the fact the blaster can take a second heal and fight at range.
The only Scrappers I've had to stretch to soft cap were resistance based and therefore benefited from any amount of defense due to the layered mitigation (and many of those sets have a self heal too). With other Scrapper secondaries, after adding sets like Kinetic Combat and Reactive Armor, I've never had to stretch too far to at least get s/l to 45%. And I can do that without having to take powers I only plan to use as mules, or having to spend billions so I can still have decent recharge/damage/accuracy/ect.
While I agree with your point that the extra slotting options on a Blaster can make it seem as easy/easier to soft cap, those slotting options are more costly on a Blaster. However, I am not saying that blasters should have it easier, I am only saying that while you can build for defense on a Blaster, it doesn't mean that it's just as easy as a it is for a Scrapper when you look at the various costs and benefits. |
This was a really great thread by Fury Flechette that broke up shield scrappers by price and performance.
I have no trouble making range softcapped blaster builds with less compromise at each price point.
Archetypes have to be balanced against other archetypes both with IOs and without them. If an archetype is unbalanced without IOs, then the archetype should be changed. If an archetype is unbalanced with IOs when it was previously balanced, then the IOs should be changed.
I have no trouble making range softcapped blaster builds with less compromise at each price point.
|
Your original statement is odd and too broad. You have clarified it since then, but the original words and even the sentiment behind them should be altered, because they are, simply, wrong.
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.
- The scrapper works at melee the blaster can fight entirely from range
- Fighting entirely from range is mitigation. The vast majority of enemies have melee range attacks that they can't use if you are too far away
Range softcapped blaster compared to a scrapper softcapped to all three positions who also has significant other mitigation? You are trying to demonstrate that "its no harder to build a blaster for defense than it is a scrapper." But that is only true if you narrow your focus significantly AND exclude several scrapper secondaries.
Your original statement is odd and too broad. You have clarified it since then, but the original words and even the sentiment behind them should be altered, because they are, simply, wrong. |
To give you some things to think about should you chose to.
- Blasters do not need all three positions they can fight entirely at range and prevent their enemies from getting in melee range.
- Range is mitigation against almost all the mobs in the game. You aren't going to take damage from the melee attacks they can't use.
- The scrapper and the blaster both have access to other forms of mitigation. Your position is far to one sided.
When your argument requires that a player neglect a majority of their character's secondary set because it boils down to "it's safer to stay at range", then there's a flaw in reasoning.
Blasters have melee attacks and while they can be built to stay at range, which is fine if that's your concept, they shouldn't all be required to operate that way in order to survive.
When your argument requires that a player neglect a majority of their character's secondary set because it boils down to "it's safer to stay at range", then there's a flaw in reasoning.
Blasters have melee attacks and while they can be built to stay at range, which is fine if that's your concept, they shouldn't all be required to operate that way in order to survive. |
Am I reading you correctly ?
Are you saying that people who don't play their characters to their best potential should do as well as people who do ?
If you want to play a blaster like a scrapper, just play a scrapper. Don't go complaining that a blaster isn't as good a scrapper as a scrapper.
http://boards.cityofheroes.com/showthread.php?t=216944
This was a really great thread by Fury Flechette that broke up shield scrappers by price and performance. |
I have no trouble making range softcapped blaster builds with less compromise at each price point.
|
|
5 Sets of Thunderstrike = 18.75 def ranged
4 Sets of Mako's bite = 15% def ranged Weave, hover, maneuvers = 11.7% all |
So one again, "it can be done" is not the same as "it's no more difficult."
|
If I am going to lower my damage output that much, I might as well play something with passive mitigation as opposed to someone who has to spend time keeping out of melee and/or using lower damage attacks to mez enemies.
Have you considered the possibility that the reason you can play with a regen scrapper without much issue is that he is outdamaging you. I've stripped aggro off Invuln scrappers and have had blasters strip aggro off my Invuln. A blaster who is bringing the pain is tough to keep alive when a scrapper is your teammate and you are not IOing out, IME.
Are you saying that people who don't play their characters to their best potential should do as well as people who do ?
If you want to play a blaster like a scrapper, just play a scrapper. Don't go complaining that a blaster isn't as good a scrapper as a scrapper. |
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.
Fighting entirely at range for a blaster forces them to ignore much of their secondary much of the time. Besides this, ALL enemies have ranged attacks now, so it doesn't help much anyhow. Many mobs have plenty of both melee and range, including most end-game mobs. Malta, Council, Carnies, CoT, all those have very powerful ranged capabilities. Having mitigation that doesn't work on most of the game is not mitigation- it is and occasional bonus that lasts as long as it takes the enemy to run in.
Yeah, the problem I am having with the assertions is that there are two that seem in conflict.
- I want to play a Blaster, because I get more capabilities out of it than playing a Scrapper (or presumably any melee damage dealer).
- I have the freedom to slot for ranged defense, because I have so many superfluous powers that I can slot for ranged defense (and then not use some of them because they're melee powers).
Moreover, we keep getting explanations about getting a Blaster to equivalent defense as something like a Shield character, but let's be clear - we're only talking about ranged defense. You aren't getting much AoE defense, nor much melee defense, though I understand that melee defense is less important if you consistently fight from range. (I do this with my own Blaster and support builds, so I do understand both its validity and its limitations.) Setting aside the layered mitigation melee sets often get, even the ones that focus on positional defense get defense to all three vectors, not just one. They certainly need their melee defense a lot more than a ranged blaster does, but they get a high baseline to all three just for using their secondary.
S/L def =25% S//L resistance = 70% HP = 2400 hp ::from dull pain and accolades:: A blaster using the ice epic S/L def = 28 % S/l Resistance = 16% HP = 1609 from frostwork and accolades the scrapper/blaster overall survivability = (def mitigation ratio)*(resistance mitigation ratio) * (hp ratio) = (.22/.25)* (.84/.30)* (2400/1600) = 3.69 3.7 is much less than 20 |
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
Am I reading you correctly ?
Are you saying that people who don't play their characters to their best potential should do as well as people who do ? If you want to play a blaster like a scrapper, just play a scrapper. Don't go complaining that a blaster isn't as good a scrapper as a scrapper. |
Yeah, the problem I am having with the assertions is that there are two that seem in conflict.
|
Moreover, we keep getting explanations about getting a Blaster to equivalent defense as something like a Shield character, but let's be clear - we're only talking about ranged defense. You aren't getting much AoE defense, nor much melee defense, though I understand that melee defense is less important if you consistently fight from range. (I do this with my own Blaster and support builds, so I do understand both its validity and its limitations.) Setting aside the layered mitigation melee sets often get, even the ones that focus on positional defense get defense to all three vectors, not just one. They certainly need their melee defense a lot more than a ranged blaster does, but they get a high baseline to all three just for using their secondary. |
If you play at range melee attacks can't be used against and the only AoE attacks that can be used against you are targeted AoE, PBAoE is ruled out.
A factor of 20 sounds more like what happens if you soft cap both characters, and/or possibly cap the Invul's L/S resists. |
Its always important to do the math.
Invuln Scrapper
S/L def =45%
S//L resistance = 75%
HP = 2400 hp ::from dull pain and accolades::
A blaster using the ice epic and softcapped
S/L def = 45 %
S/l Resistance = 16%
HP = 1609 from frostwork and accolades
the scrapper/blaster overall survivability = (def mitigation ratio)*(resistance mitigation ratio) * (hp ratio)
= (.1/.1)* (.84/.25)* (2400/1600) = 5.04
5 is still less than 20.
This is complete nonsense. My Blaster is as durable or more durable than the average Scrapper player, and playing him entirely in melee is a big part of that. Playing /Mental at range is gimping yourself if you have a high end build.
|
THB you are saying that your blaster which is just about the best blaster you can possibly play is as durable as an average scrapper.
I said " Don't go complaining that a blaster isn't as good a scrapper as a scrapper."
I don't see where we are in disagreement.
I don't see how that link helps your argument. It simply provides several builds at different price points and doesn't mention anything about difficulty or sacrifice to soft cap defense.
I'm not entirely sure what you mean here since that link mentions nothing of compromise. |
This post in that thread talks about the tradeoffs.
While I agree with this point, again I think you are missing the larger picture because if you are getting said ranged defense through this method... ...then you have just added 20 slots to powers that would invalidate your ranged defense should you try to use them. I'd call 20 wasted slots quite a compromise. |
So one again, "it can be done" is not the same as "it's no more difficult." |
If you show me an example of how you had to make difficult choices and sacrifices maybe I can show you how they can be avoided ?
http://boards.cityofheroes.com/showp...77&postcount=5
This post in that thread talks about the tradeoffs. |
That is only one way of doing things and it is meant as nothing more than an example showing how easy it can be. |
I keep providing examples and methods of how it can be done with very little pain. If you show me an example of how you had to make difficult choices and sacrifices maybe I can show you how they can be avoided ? |
I don't dispute that Blasters can be built for defense and I also don't dispute that it can be done easily (and as you have shown it can be done for only a couple million influence). What I am arguing is that it is ridiculous to claim that it is no more difficult to soft cap a Blaster than it is for a Scrapper when you look at the whole picture.
B_L_Angel:
I'm the guy who mentioned a factor of 20.
I'm a pig.
I'm dragging you down in the mud.
And I'm full of it.
... I'm being misquoted.
What I originally said was
"My invuln scrapper used to be TWENTY times tougher than my wife's blaster"
in response to FourSpeed not buying that the AT was "broken" in 2005, which is when I was talking about.
Early 2005. Issue 4. I had capped Defense with more than about 3-4 guys around me, which back then dropped EVERYONE to 5% to-hit, and I had around 65% resist to f/c/e/n and 75% s/l . My wife's blaster had... tough, weave, and combat jump? So maybe 25% Defense. She may have respecced out of those by then.
I didn't USE inspirations. I didn't NEED Parry. And I was still three to four times tougher than her on resistance, five to ten times tougher (vs. purples of course, because what else would you fight? What do you want, to take six hundred hours to hit level 50?) on Defense... all through the 30's and 40's. And I had Dull Pain.
B_L, do you want to backtrack this conversation a little?
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
If you play at range melee attacks can't be used against and the only AoE attacks that can be used against you are targeted AoE, PBAoE is ruled out.
|
And I'm sorry, but why does it matter if PBAoEs are excluded? There are plenty of TAoEs out there. Even just Council/5th human bosses are armed with shotguns that can ruin your day because they fire TAoEs. (This is the voice of experience.)
Its always important to do the math. |
I would first like to mention that the power I think you're looking for seems to be Hoarfrost, not Frostworks. Compared to Dull Pain, this power is very challenging to have permanent uptime, given it has a base recharge/duration ratio of 4.5. If we assume a Blaster with 200% total recharge for the power (100% slotted an a fairly impressive 200% global), the power will be back in 135 seconds. When the power is down, the survival ratio above changes to (.1/.1)* (.84/.25)* (2400/1445) which is around 5.6. Still not 20, to be sure.
But now lets take a more holistic view of "survival". One thing your calculation ignores is HP recovery. Lets assume only slotted Health, Dull Pain for the Scrapper and Hoarfrost for the Blaster. Let's assume both characters get optimal benefit from the healing of their respective powers.
Slotted Dull Pain is about an 80% heal (about 1070 HP) every 180s. Slotted Hoarfrost is about a 60% heal (about 723 HP) every 270s. For a Scrapper that's about 6 HP/sec. For a Blaster that's about 2.7 HP/s. With slotted Health, accolades and Dull Pain, the Scrapper regenerates about 18 HP/sec. The Blaster with slotted Health, accolades and Hoarfrost regenerates about 12 HP/sec, or about 11 HP/sec when Hoarfrost is down.
Adding the regen and healing together gives the Scrapper about 24 HP/sec recovery and the Blaster around around 14.7 HP/sec, 13.5 when Hoarfrost is down.
Now, we can get the "immortality line" - the DPS each character could survive forever, by dividing these HP/sec numbers by the respective damage admittances. Taking the ratio of these immortality lines looks like what you've done for HP, but with the HP/sec in place of HP.
(.1/.1)* (.84/.25)* (24/14.7) = 5.5
(.1/.1)* (.84/.25)* (24/13.5) = 6.0
So for an SO'd build with Hasten and no other self-heals, the Scrapper is going to be able to stand around and ignore between 5.5 and 6.0 times as much incoming L/S damage as the Blaster, on average.
Definitely not 20, but certainly nothing to sneeze at.
(By the way, I if I switch to something like E/N damage, assume both have gone all-out on L/S defense at the expense of E/N or ranged, and both took Tough/Weave and CJ, I get that the Scrapper can still take about 2x as much damage as the Blaster without ever dying, mostly because the Blaster gets zip for E/N resists and the Scrapper has better E/N defense from Invinc and Tough Hide.)
Edit: Given the clarification that the factor of 20 was referring to pre-ED, pre-GDN, pre-I7 critter attack mechanics changes, being able to hit a factor of 6, even to just one damage type, is actually pretty good.
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
(.1/.1)* (.84/.25)* (24/14.7) = 5.5
(.1/.1)* (.84/.25)* (24/13.5) = 6.0 So for an SO'd build with Hasten and no other self-heals, the Scrapper is going to be able to stand around and ignore between 5.5 and 6.0 times as much incoming L/S damage as the Blaster, on average. Definitely not 20, but certainly nothing to sneeze at. |
B_L_Angel:
I'm the guy who mentioned a factor of 20. I'm a pig. I'm dragging you down in the mud. And I'm full of it. |
But you are full of it.
... I'm being misquoted. What I originally said was "My invuln scrapper used to be TWENTY times tougher than my wife's blaster" |
I don't dispute that Blasters can be built for defense and I also don't dispute that it can be done easily (and as you have shown it can be done for only a couple million influence). What I am arguing is that it is ridiculous to claim that it is no more difficult to soft cap a Blaster than it is for a Scrapper when you look at the whole picture.
|
You say that but so far you haven't given any examples. Would you care to try to softcap a /regen or a /fire build ?
Or if you like go through that thread of shield scrappers and see what it takes to get their end usage to the point where you can run their best attack chains indefinitely ? And fit in a self heal without losing any of their damage potential ?
Its also the best argument I can see against all these people saying blasters get blown away by a stiff wind.
|
That has zero relevance to where blasters are today and even less to the overall conversation. It just pushes the idea that blasters keel over at the sight of danger.
|
Am I arguing that Blasters need to be tougher to compete with Scrappers? No. The ATs are completely different beasts and I think that a survivability comparison between them is ridiculous. There are certain Blaster builds that are more survivable than your average Scrapper, but that does not mean that all Blasters as a generalized group are some kind of untapped powerhouse. I'm not sure what you think you are arguing here.
While I agree with your point that the extra slotting options on a Blaster can make it seem as easy/easier to soft cap, those slotting options are more costly on a Blaster. However, I am not saying that blasters should have it easier, I am only saying that while you can build for defense on a Blaster, it doesn't mean that it's just as easy as a it is for a Scrapper when you look at the various costs and benefits.