Mm dps


Berzerker_NA

 

Posted

Upon returning I noticed MM's were listed under 'support' and for the first time thought of them in the context of grouping. When I played one it was mostly solo and I thought of it a lot like a controller, where I was trying to maintain a situation in my favor more so than a defender doing damage and supporting.

I'm curious now where MM's stand as far as DPS.

Assuming you have a target that doesn't fight back and you don't care about the various MM paperwork like controlling range or anything like that, you're just going to go 'GO GET THAT GUY' and let all your pets have at it...

1) Which primary will do the most damage?
Usually when people put Ninjas and Necro lower on a list they're thinking about survivability or utility as well, and this question doesn't involve those. YES I know dead pets do no dps, please read the above. Assuming you are letting your pets go to town on a held/offenseless target or at least are keeping them alive and able to attack at full strength, what primary will do the highest DPS?

2) Where does MM DPS fall compared to corruptors and defenders?


 

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1) Ignoring resistances and assuming an immobile target probably Thugs due to Arsonist and Bruiser performing above average for pure dps in their bracket. Also Enforcers grant +10% damage for all pets due to assault leadership toggle while doing very respectable damage themselves.

2) That depends a whole lot on the primary/secondary chosen, a merc/FF will do less than a fire/kin(either corr or def) while i feel a thug/poison may very well do stupid amounts of damage to a single target due to the massive -resists and -regen.

For me MM are the ultimate supporters, not because they bring so much of it, but because they have the time to actually use it without neglecting their other set. The primary set of them is pretty much a passive set, so they can concentrate on their secondary while still doing damage through their primary. So imho they lend themselves well to the more active secondary sets.


 

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Quote:
Originally Posted by Jeremia_Bane View Post
Also Enforcers grant +10% damage for all pets due to assault leadership toggle while doing very respectable damage themselves.
I actually didn't know this. I thought they just got tactics. You say 'for all pets' though, does this version of the assault toggle not affect the other group members?

EDIT--
Ah, looked it up. Not for the team, and only 5% (10% since you have two LT's).
http://tomax.cohtitan.com/data/power...g_Lt_3.Assault

Quote:
Originally Posted by Jeremia_Bane View Post
For me MM are the ultimate supporters, not because they bring so much of it, but because they have the time to actually use it without neglecting their other set. The primary set of them is pretty much a passive set, so they can concentrate on their secondary while still doing damage through their primary. So imho they lend themselves well to the more active secondary sets.
Excellent point, and more or less where I was coming from.

I used to run an empathy defender and in a controlled group setting with everything going well, I was basically dead weight. I had some ranged attacks, but I didn't feel like I was contributing and haven't played much in the way of support since then. When everything went to **** I pulled my weight healing, but that's all I really had time/end to do.

I have noticed the decided lack of support in my alt list and wanted to roll something healy. Thermal is looking nice. If I'm busy my pets can DPS, as you said, and if I'm not busy there are two debuffs to use to everyone's DPS.


 

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Personally im kind of enamored with TA and Storm, your experience with your emp defender being the reason why. Most groups, even pugs, hardly need more direct survivability in the form of additional resistances, defense or even heals.

They need to kill stuff fast and in a controlled manner(no adds, scatter etc), things like glue arrow, OSA, EMP arrow, snow storm and the various -res/def powers do exactly that. Especially Storm is imho underrated, its not just about uncontrolled KB. Just using freezing rain and snow storm alone you already contribute more to the team in damage and mitigation than some entire ATs, and hurricane is about the best "i don't want you guys coming here" ability there is, i mean how can a -35% tohit debuff toggle ability with pushback NOT be awesome?

Those pure heal buff classes are on/off kind of things, awesome if you need them but saturated real quick in a team if there is more than one. And then you stand around like a clown with your finger up your nose wondering if anyone would notice if you just /follow and go get yourself a pizza.

Edit: Thermal is cool too i guess, but it doesn't really harmonize with all primaries that well. Also i don't like it conceptually as a resistance set lacking CC protection. I mean on paper it sounds like you could carry a group alone since you buff resistances and can heal. But then again, the resistances are quite a bit weaker than a defenders as are the heals. And resistances + heals are not so hot to begin with unless you already have alot of them...


 

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Are you talking AoE or ST damage? Ninjas will have the best ST. Their attack chain is seamless, and they do nothing but attack. As for AoE, either Bots or Thugs, due to their burn patches.

I see MMs as sort of a 'do everything' kind of AT.

Tanking? Yep
Support? Yep
Damage? Yep
Control? Depending on your secondary, Yep.


 

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Quote:
Originally Posted by Mad Grim View Post
Are you talking AoE or ST damage? Ninjas will have the best ST. Their attack chain is seamless, and they do nothing but attack. As for AoE, either Bots or Thugs, due to their burn patches.

Yeah I prefer ST. I decided to go with /thermal, so ninjas fit that just fine (Oni).
I'm going to bed, and when I get up I'm going to start it!


 

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@VKhaun:
Thats going to be painful, remember when i said Thermal doesn't do well with every primary? I was thinking ninja then. They have pretty much zero resists to start with(apart from oni) and their defense is only soso either. All Thermal will be adding to that will be 24% resists and two mediocre heals.

To put that into perspective a set like Beasts will have about the same resists unbuffed as your ninja buffed, while still being ahead on defense.

I have a ninja/dark and its painful. I don't even want to think about how it would be with /thermal. I have to be blunt here, imho ninja is the worst primary you could pick for /thermal, maybe tied with /poison, but that atleast will be golden vs ST. In short, you better really really love that concept ...

@Mad Grim:
Im not that sold on ninja being king of ST damage, someone actually parsed that? The genin and jounin do alot of damage for sure, but i always felt the oni to be really lacking compared to the bruiser(mainly due to fury i guess) or assbot.

P.S.: Did you count the genin dps towards the ninjas ST damage? If so thats your error right there, you can't count them, they are dead. I swear i saw one offing himself while sharpening his sword the other day, if there are actual enemies involved ...


 

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Quote:
Originally Posted by Jeremia_Bane View Post
@VKhaun:
P.S.: Did you count the genin dps towards the ninjas ST damage? If so thats your error right there, you can't count them, they are dead.
He probably did, and thus answered the OP as he wished to be answered. There is no error at all, in other words.


 

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Quote:
Originally Posted by Delmain View Post
He probably did, and thus answered the OP as he wished to be answered. There is no error at all, in other words.
Yes. This is not the first MM thread I've ever read I'm well aware that ninjas stink. I think of this character as a thermal for the group with low maintenance DPS. I will hopefully not be the only one buffing my pets, my pets won't be the only thing getting hit nor will they go in first, I just want to target the boss mobs and press attack/passive and out dps your average defender.

I'm not assuming I've accomplished that, have to see how it plays out and what else people have to say... but I have unintentionally fallen into a main character who is a defender using /ar, so that'll be my comparasin point. Slug/Burst various bosses while they stand in an ignite patch, vs five ninja and an oni going to town on them.

Not everyone in the game is running around playing a god tier solo power combo brute.


 

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Yes, I was counting Genin. And Actually, if you take a defense set like FF or Time (Not gonna even mention Traps, Nins run out of FFG), they can survive. Especially Time, the recharge debuffs, damage and tohit debuffs, and the res and def debuff really work with Ninjas. Farsight is the key, of course, if you try hard enough you can soft cap them all. Jounin are easy to soft cap, and actually live more than Oni because of this.

But yea, with Thermal they will be squishy as hell. However, if you're just teaming there shouldn't be much problem.

As for the Nins having top ST damage- they do, edging just ahead of Demons, who are hax.

Oh and I find that Genin outdamage the Jounin, due to Jounin standing pack and using poison dart.

The Oni... he's weird. In melee he refuses to cycle all of his attacks, I believe. Otherwise he does great damage, and is the source of much of your AoE. Though you should watch out- Rain of Fire tends to make stuff run. Though if you're running time, you have Distortion Field, two layers of Caltrops, and Time's Juncture to slow them to a crawl. Also, his RoF is based on an Anchor, probably to void him casting it constantly with no targets or something stupid like that.

EDIT: http://boards.cityofheroes.com/showthread.php?t=286590
Some numbers regarding ST damage.


 

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Quote:
Originally Posted by Mad Grim View Post
As for the Nins having top ST damage- they do, edging just ahead of Demons, who are hax.

Oh and I find that Genin outdamage the Jounin, due to Jounin standing pack and using poison dart.

The Oni... he's weird. In melee he refuses to cycle all of his attacks, I believe. Otherwise he does great damage, and is the source of much of your AoE. Though you should watch out- Rain of Fire tends to make stuff run. Though if you're running time, you have Distortion Field, two layers of Caltrops, and Time's Juncture to slow them to a crawl. Also, his RoF is based on an Anchor, probably to void him casting it constantly with no targets or something stupid like that.

Finally see somebody that understand Ninja the way I do! I am a long time Ninja/FF user and he is +3 Incarnate now.

You are correct on a lot of things.

Putting survivability aside (Synapse said he is looking into Ninja, Merc and Necro), Genins do more damage than Jounins and the reason is that Jounins use caltrops that fear the mobs away. Jounins would chase and sometimes shoot that low damage Poison Dart. I would say their overall AI has improved over the years but Genins, on the other hand, are very aggressive. They use attacks almost as soon as they are recharged.

I used to think what it would be like if MM pets only have melee. Well, Beast answers my question. I think if Jounins only use swords, they'll perform even better. We don't need to see how they waste Hidden with that low damage Poison Dart. Poison Dart needs to be changed to what Victoria pet has...that high damage Eye Beam.


And you are completely right on Oni. On paper, Oni should do amazing damage because he has so many attacks available to him but he doesn't always cycle them the way other pets do. I've PMed A. Hawk about this and he knows about it. I've even calculated that Oni's best DPS is just simply cycle Fire Blast, Ring of Fire, Char and throw in Breath of Fire/Rain of Fire in between. The fireswords, while looking cool, actually lowers Oni's dps because once he draws his sword, he seldom cycle fire blast. Fire Blast has very good DPA. And in honesty, Ninjas need all the control Oni has to help them survive better. I don't like it when Oni draws his sword because that also means he uses immb/hold less.


If Oni truly cycles Fire Blast as soon as it's recharge, Oni has good damage.


There are other factors that reduce Ninja's overall damage and usually involves the "fear" factor in their caltrops and roa and how Genins would knock back and the ninjas "wait and watch". The DoT damage also ends as soon as the target is dead.


Ninja is a really problematic set but potentially, Ninja has very good ST damage. I've beat Black Scorpian with Ninja/FF and beat a Giant Monster on Monster Island with incarnate powers (without my Vanguard pets, who actually deal one of the worst ST dps, my Ninjas run low on endurance and couldn't keep up with the dps).


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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I do think Demon has the highest potential ST damage though if you include all the -resist from your primary.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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Quote:
Originally Posted by Jibikao View Post
Finally see somebody that understand Ninja the way I do! I am a long time Ninja/FF user and he is +3 Incarnate now.


There are other factors that reduce Ninja's overall damage and usually involves the "fear" factor in their caltrops and roa and how Genins would knock back and the ninjas "wait and watch". The DoT damage also ends as soon as the target is dead.


Ninja is a really problematic set but potentially, Ninja has very good ST damage. I've beat Black Scorpian with Ninja/FF and beat a Giant Monster on Monster Island with incarnate powers (without my Vanguard pets, who actually deal one of the worst ST dps, my Ninjas run low on endurance and couldn't keep up with the dps).
I've got the aforementioned Ninja/Time, who is actually my main. Force Field will get you a tad more def, but lacks the buffs and debuffs of /Time. /Time also has a small amount of -regen, which allows for better AV and GM soloing. On that front, I've beaten quite a few, including (recently) Lusca. Granted, I used some T3 incarnate abilities, Including Diamagnetic that offers -regen.

And yes, runners are a problem, another good reason to pair with /Time- they still run, but very slowly.

As for Demon outdamaging with the -res, yes, it is possible. Probable even. Then, Demon really has no outstanding weakness- AoE heal, great resist, top notch AoE and ST damage. The Prince is very sturdy and even has some control.

I do like ninjas a lot, but they do need some work on survivability- More def would be nice, and some lethal resist (they have body armor). But yea, Ninjas should have more def than Beasts for sure. As is, the Jounin is the only one with outstanding defense.


 

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Quote:
Originally Posted by Mad Grim View Post
I've got the aforementioned Ninja/Time, who is actually my main. Force Field will get you a tad more def, but lacks the buffs and debuffs of /Time. /Time also has a small amount of -regen, which allows for better AV and GM soloing. On that front, I've beaten quite a few, including (recently) Lusca. Granted, I used some T3 incarnate abilities, Including Diamagnetic that offers -regen.

And yes, runners are a problem, another good reason to pair with /Time- they still run, but very slowly.

As for Demon outdamaging with the -res, yes, it is possible. Probable even. Then, Demon really has no outstanding weakness- AoE heal, great resist, top notch AoE and ST damage. The Prince is very sturdy and even has some control.

I do like ninjas a lot, but they do need some work on survivability- More def would be nice, and some lethal resist (they have body armor). But yea, Ninjas should have more def than Beasts for sure. As is, the Jounin is the only one with outstanding defense.
I made that Ninja/FF years ago. I think that's good enough for me. I am working on Beast/Time right now (lvl 35) and I can already see a huge potential once I can get Farsight perma and Powerboost. /Time is just so much more versatile than FF.

I like to compare Beast to Ninja. So far, Ninja has better aoe than Beast because majority of Dire Wolf's aoe comes from long range cone and yet he runs in, so only the initial two cones can hit a few targets.

Beast's ST damage is pretty high with 10 stacks of PM. Once I hit incarnate, I'll try to solo GM/AV with Beast and see how they fair.

I'll keep bugging Synapse about Ninja and Merc though! I think Ninja should at least match Beast's base defense.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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The problem with ninja defenses is that 7% and 12.5% falls into the Wet Paper Towel In High Wind category of "Are You FORKING Kidding Me?!?" as a protection scheme. Heck, the +14% To Hit Buff of the Incarnate Trials is bigger than the sum total of Defense that ninjas can have natively (with no way to enhance it other than Maneuvers, or a Secondary or an Aura IO).

Unfortunately, these piss poor pitiful levels of Defense are entirely consistent with the Issue 0 through Issue 8 design mentality that all Defense based protection schemes need to be starved for Defense so as to prevent them from being effective as a survival scheme.


It's the end. But the moment has been prepared for ...

 

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Quote:
Originally Posted by Redlynne View Post
The problem with ninja defenses is that 7% and 12.5% falls into the Wet Paper Towel In High Wind category of "Are You FORKING Kidding Me?!?" as a protection scheme. Heck, the +14% To Hit Buff of the Incarnate Trials is bigger than the sum total of Defense that ninjas can have natively (with no way to enhance it other than Maneuvers, or a Secondary or an Aura IO).

Unfortunately, these piss poor pitiful levels of Defense are entirely consistent with the Issue 0 through Issue 8 design mentality that all Defense based protection schemes need to be starved for Defense so as to prevent them from being effective as a survival scheme.
I do believe Ninja should get some S/L resistance just like Beasts'. Not much..but it may prevent getting one shotted.

I don't know man. As a game developer, what would you do? Buffing Ninja's defense so it becomes more Beast or buffing their damage even more? I am sure they can add a bit of defense and resistance but I do hope they can buff Ninja's damage even more because Beast has Fortify Pack that turns them into god-mode. Ninja has smoke flash but it only works on one target and it costs quite a bit of endurance.

I have a good list of ideas for Ninja. Maybe I'll create a new thread for it. I know you play Ninja too and may be we can come up some good ideas.

Are you leaning towards giving them more survival or more offense? I think the basic survival is what the Wolves have 12%ish defense plus 16%ish S/L resistance. This is a given IMO. I want to give Ninja even more damage. I think we already have primaries that survive better. What we need is an even better Glass Cannon. Glass Cannon has its advantage when survival is not a big deal (like having a tanker on the team, etc).


I've leveled my NInja/FF to +3 so it's definitely doable. With a very large team, your Ninjas can get covered with defense and even resistance.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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Quote:
Originally Posted by Jibikao View Post
Are you leaning towards giving them more survival or more offense?
Ninja damage output IS FINE.

Ninja survival is OUT TO LUNCH.

The problem with Ninjas is that they DON'T LIVE when breathed on. They can't take a hit, and they can't DODGE a hit! They take full damage from EVERYTHING thrown at them and they fold like pre-creased origami rice paper. The only way to give them any survivability whatsoever is to either go Full Tankermind (and keep ALL aggro away from them!) or to pair Ninja/* with a Secondary that can completely cover their almost total lack of any self-protection measures whatsoever.

Ninjas have almost no survivability whatsoever built into them. *THAT* is the problem ... not a lack of damage throughput (although their AI for powers selection could use some work too, to make them "smarter" than ADHD children).


It's the end. But the moment has been prepared for ...

 

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God, that damn forum just ate a huge post of mine because it logged me out while typing it up.

Basic summary:

I believe the spreadsheet linked earlier to be inaccurate, it lists genin as having triple the average dps than an assault bot, and lists his freaking incendiary swarm missiles(which if you are not familiar with, can almost slaughter an entire group on their own) with doing 20 damage, ie. sub tier 1 pet brawl strength. I think it also does not take level difference into account, tier 1 pets tend to fight enemies 5-6 levels above them.

Also melee pets take time to get into melee, especially without proper micro(ie. only using a single attack/passive macro) hurting their actual damage in team situations against anything but AVs massively. Not to mention they are severely affected not just by damage but also by status effects flying around in melee range, try standing with a SO equipped defender next to the brutes/scrappers/tankers in a battle to get a "feel" for what your pets will experience. Oh and as a extra try doing that with a AV 5 level above you while already being down to 500 HP, feel it? Thats how being a genin "feels".

Last point i think was the slotting imbalance. Ninja/Thermal will not only be unable to slot the 10% res and 5% defense auras from recharge intensive pets, they will also be forced to slot the 3 auras they can fit into the actual MM pets(and you do need them) lowering the amount of slots available for actual combat/damage purpose.

For example if you put an aura into each pet, and an achilles heal proc into jounin, you can only 4 slot them for accuracy/damage/endurance. A thugs, necro, demon or any /storm will be able to get all 5 auras without sacrificing any petslots. So not only will he gain +10% res and 5% defense over you, he will also have 3 more slots available for stuff not dedicated to survivability in his pets. Also the ranged pets that can accept them will apply procs like achilles heel -res alot faster than melee pets who have to physically run over to their target to apply them.

I also had some encouraging words to go for it still, for concept sakes and coming from a defnders pov etc blabla. But honestly im not in the mood to retype all of that due to that forum glitch. Just imagine some encouraging words here, your heals will make the combo feel alright till level 20 or so anyway. Its only when when bosses and later LTs start onehitting your pets that you start thinking about doing things a bit differently the next time around.

Edit: In the original there was something about taking into account things like the monstruos -regen of bots or even the lesser -res of demons for AV/EB fights aswell. Thats worth QUITE a bit of dps, and with a weak group(due to people leaving and having a incomplete team or whatever) is far more likely to be the difference between making it or not than a couple more or less dps on a mere (dead)pet.


 

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Quote:
Originally Posted by Jeremia_Bane View Post
For example if you put an aura into each pet, and an achilles heal proc into jounin, you can only 4 slot them for accuracy/damage/endurance. A thugs, necro, demon or any /storm will be able to get all 5 auras without sacrificing any petslots. So not only will he gain +10% res and 5% defense over you, he will also have 3 more slots available for stuff not dedicated to survivability in his pets. Also the ranged pets that can accept them will apply procs like achilles heel -res alot faster than melee pets who have to physically run over to their target to apply them.
This is why I've been petitioning Pet Recharge sets in all primary sets. I don't see why some sets should have the advantage to get two more pet unique and even if they allow Ninja to have Pet Recharge, we still need to find room for them.

So not only Ninja is inherently weaker on paper (having the worst survival of all and being majority melee), but they are also weaker due to the lack of two pet unique sets.


Oh and you are right that Assault Robot's -500 regen is definitely the reason why Robots can solo AV easier. Robots, on paper, have lower DPS but that -500% regen is going to make up so much for it. It's annoying that an all-range primary set with the best survival has -500% regen. It's like WTF?? Hello? To me, Ninja and Beast should have huge -regen. Jounins have some but poison darts suck.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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Quote:
Originally Posted by Jeremia_Bane View Post
God, that damn forum just ate a huge post of mine because it logged me out while typing it up.

Basic summary:

I believe the spreadsheet linked earlier to be inaccurate, it lists genin as having triple the average dps than an assault bot, and lists his freaking incendiary swarm missiles(which if you are not familiar with, can almost slaughter an entire group on their own) with doing 20 damage, ie. sub tier 1 pet brawl strength. I think it also does not take level difference into account, tier 1 pets tend to fight

Edit: In the original there was something about taking into account things like the monstruos -regen of bots or even the lesser -res of demons for AV/EB fights aswell. Thats worth QUITE a bit of dps, and with a weak group(due to people leaving and having a incomplete team or whatever) is far more likely to be the difference between making it or not than a couple more or less dps on a mere (dead)pet.
Yeah, in the linked post I never claim that spreadsheet is an end-all-be all. It was just me tinkering with attack chain efficiency and such.

Also - in addition to stuff like -res, it does not take into account the -levels that the lower pets are.

It is a fair comparison, within the boundaries of the methodology, of the tiers to each other. So ninja t1 vs beast t1, etc.

If I remember (or someone reminds me) what the math diff vs. +1 & +2 is, I'll add that in.


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

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Quote:
Originally Posted by Lobster View Post
Yeah, in the linked post I never claim that spreadsheet is an end-all-be all. It was just me tinkering with attack chain efficiency and such.

Also - in addition to stuff like -res, it does not take into account the -levels that the lower pets are.

It is a fair comparison, within the boundaries of the methodology, of the tiers to each other. So ninja t1 vs beast t1, etc.

If I remember (or someone reminds me) what the math diff vs. +1 & +2 is, I'll add that in.
I think there is some issue with attacks that spawn pets, like incendiary swarm missiles, the onis rain or the arsonists fire bomb. I mean incendiary swarm missiles do really stupid damage over time, i think the sheet only shows the initial impact damage of them or something.

For example Plasma Blast is 30.59, both on your sheet and http://tomax.cohtitan.com/data/power...ts_Assault_Bot.

Edit this is wrong: The two missile attacks however are listed as being magnitudes stronger on that site(150 and 295 vs 20 and 40 in your sheet, they also feel more akin to what i see ingame once the assbot lets those loose).

Edit this is it: Especially the incendieries are complicated as they also create the flames subpet which is the same type of subpet used by the tankers fiery aura burn ability effect, that will hit every 0.8 sec for the duration of the flames in addition to the 150(edit: 20) damage of the missiles themselves for another 83.5 damage or 103.5 total.

I think your spreadsheet currently shows things like attack chain efficiency very well, but im not convinced by the dps numbers at all. Thats mostly due to hard to attribute game mechanics like the bruisers fury, -res and damage from attack spawned pets, not due to some fault in your methology though.

Edit: I screwed up, the difference only comes from the summoned pet entities. My only defense is that its already pretty late where i am and im halfasleep trying to do wiseass math.


 

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Quote:
Originally Posted by Jeremia_Bane View Post
I think there is some issue with attacks that spawn pets, like incendiary swarm missiles, the onis rain or the arsonists fire bomb. I mean incendiary swarm missiles do really stupid damage over time, i think the sheet only shows the initial impact damage of them or something.

For example Plasma Blast is 30.59, both on your sheet and http://tomax.cohtitan.com/data/power...ts_Assault_Bot.

The two missile attacks however are listed as being magnitudes stronger on that site(150 and 295 vs 20 and 40 in your sheet, they also feel more akin to what i see ingame once the assbot lets those loose). Especially the incendieries are complicated as they also create the flames subpet which is the same type of subpet used by the tankers fiery aura burn ability effect, that will hit every 0.8 sec for the duration of the flames in addition to the 150 damage of the missiles themselves for another 83.5 damage.

I think your spreadsheet currently shows things like attack chain efficiency very well, but im not convinced by the dps numbers at all. Thats mostly due to hard to attribute game mechanics like the bruisers fury, -res and damage from attack spawned pets, not due to some fault in your methology though.
Yep, for stuff with burn type patch attacks (arsonist & bot & I left out Oni's rain of fire as well) it will be off. I could only get the values that tomax actually has. For something like the assault bot burn patch, several powers use that same patch, so I wasn't sure what the actual tick # or dmg was.

[edit:
Where are you getting the 150 & 295 for missiles? Multiplying it by 8 again? Swarm missiles is 38.16. I wasn't sure how many missiles could strike the same target. ]


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

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Quote:
Originally Posted by Lobster View Post
Yep, for stuff with burn type patch attacks (arsonist & bot & I left out Oni's rain of fire as well) it will be off. I could only get the values that tomax actually has. For something like the assault bot burn patch, several powers use that same patch, so I wasn't sure what the actual tick # or dmg was.

[edit:
Where are you getting the 150 & 295 for missiles? Multiplying it by 8 again? Swarm missiles is 38.16. I wasn't sure how many missiles could strike the same target. ]
Yeah the numbers were wrong, i edited the original post. The missiles only strike each target once, up to the specified amount of possible targets. Summoned pseudo pets like burn patches etc do always the same damage no matter which AT summons them, they do not inherit the summoners AT scalars of any kind. Please don't ask me where i read that, its buried somewhere in the forums. Those abilities that summon pseudo pets but need to be different across ATs like fiery embraces burn have an additional AT specific damage part. Defenders and Blaster for example have different RoF abilities, they summon different pseudopets. While the Dominators Fiere mastery ancillary RoF is again the same as the one the blasters use, and presto does the same damage even though they have different scalars.

Be wary though, pseudo pets DO inherit damage buffs from things like fury or enhancements from their summoner(unlike pets or henchmen). Its just that the scalars that govern the different ATs do not apply to them. Infact i think the scalars do not apply to any kind of pet since they are AT specific and pets belong to none of the normal ATs. They probably have their own scalar just for being in the "pet AT".

Honestly i only noticed it on the Assault bot because its widely known that the incendiery swarm missiles do far more damage than the normal swarm missiles.


 

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Originally Posted by Lobster View Post
Yep, for stuff with burn type patch attacks (arsonist & bot & I left out Oni's rain of fire as well) it will be off. I could only get the values that tomax actually has. For something like the assault bot burn patch, several powers use that same patch, so I wasn't sure what the actual tick # or dmg was.
As Jeremia said, the damage for the burn patch is what it says. The psueopet is its own class, so it uses those damage mods rather than any specific ATs. It's slottable for damage, so it should inherit damage enhancements that are slotted into the Assault Bot.

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Where are you getting the 150 & 295 for missiles? Multiplying it by 8 again? Swarm missiles is 38.16. I wasn't sure how many missiles could strike the same target. ]
Unfortunately, 38.16 is wrong. For player powers it works fine, and for the base pet powers as seen on the summoned pet page it will be accurate. However for powers that are granted by an upgrade, CoD currently has no way to know what class's damage tables to use. A while back as a workaround I modified the dropdown to just show all three MM henchmen types, so you can pick the right one. In this case, the power is being used by the Assault bot, so you need to change it to Class_Boss_Henchman in the AT dropdown.

So Swarm missiles is a 20' targeted AoE that does 8 * 7.49, or 59.92 damage to each target in the radius.

Incendiary Swarm missiles, however, does 30.56 damage to each target, and from the looks of that power, it also summons a burn patch... under each target hit. That's why it does such insane damage when it hits a lot of targets. The burn patches themselves can hit up to 5 targets with each tick (8' radius).