My impression of Staff Fighting (numerical and otherwise)
If your "facts" are the anecdotal evidence that Staff can solo at +4/x8, then technically the opinions prove different.
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You are not even trying to put forth your "idea of merit to save staff" on what is needed and sticking to that, you are here to trash staff by lying saying it is an underperformer then throwing up a bunch of numbers to "look" good. Something Arcana and other numbers people have already destroyed.
If you have a case for it to be buffed make it to the devs and be done with the lying and stuff about the set being an underperformer on any metric other than the absolute max in a min/max perspective. Anything else is disingenuous as just about everyone here can see through it and the devs ignore that kind of approach.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
LOL, you are doing nothing but trying to be obtuse about this that is clear.
You are not even trying to put forth your "idea of merit to save staff" on what is needed and sticking to that, you are here to trash staff by lying saying it is an underperformer then throwing up a bunch of numbers to "look" good. Something Arcana and other numbers people have already destroyed. If you have a case for it to be buffed make it to the devs and be done with the lying and stuff about the set being an underperformer on any metric other than the absolute max in a min/max perspective. Anything else is disingenuous as just about everyone here can see through it and the devs ignore that kind of approach. |
Considering that numbers apparently have been enough to convince devs in the past (according to Arcanaville), I would say that this is as good a method as any. You can argue that my analysis is not perfect or correct, and that would be a valid argument, but you can't argue the method as a means of persuasion.
Of course, it was a mistake to post anything on AoEs, especially considering the limited time I had to try and work on it (not enough to check for errors). But I cannot devise a method where staff is as high in AoE output as it is low in single target. Numerically, I cannot find anyway that they are better than 4th, with or without added powers, at almost any level of recharge, and most I've tried have them between 7th and 9th.
Is it good at AoE? Yes.
But I don't think it compensates for having all-round low single target damage.
TW/Elec Optimization
How do you know that devs ignore numbers? Do you contact them regularly and know on a first-name basis?
Is it good at AoE? Yes. But I don't think it compensates for having all-round low single target damage. |
Yes, I do PM the devs directly as those in the Kheld forum can attest too, but I only do it when someone comes to the forums and misrepresents things in the way you have for clarification purposes only.
You are wrong here and you need to stop the hyperbole it does not help any case for change...never has..never will.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
But more damage also increases the potential for an attack to defeat a target, in that it will allow lighter attacks to reach a high enough damage point to become an alternate. Also, light attacks generally have such a low recharge time (I'm considering a light attack an attack with base recharge of 3-5 seconds) that they usually be ready regardless of recharge, but may not always have enough damage to be worthwhile as an alternate.
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That skew really needs to be eliminated.
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But more damage also increases the potential for an attack to defeat a target, in that it will allow lighter attacks to reach a high enough damage point to become an alternate. Also, light attacks generally have such a low recharge time (I'm considering a light attack an attack with base recharge of 3-5 seconds) that they usually be ready regardless of recharge, but may not always have enough damage to be worthwhile as an alternate.
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I apologize if it seems I am piling on. You're kind of in the hotseat which is an awkward place to be, but I have some disagreements with the nature of your analysis.
My major issues goes back to something you said earlier about the ideal way sets should be balanced. The essence of my disagreement with only considering damage values for balance is that all "attacks" are not the same and utility is not a freebie that should not be considered. There are reasons to want Siphon Life, Divine Avalanche, Knockout Blow, Clobber and many others powers to recharge as fast possible regardless of what "chain" delivers the most damage.
Attack chains are an abstraction that guesses at many factors, cheif among them in the case of melee characters being immediate foe availability. It's possible I'm guilty of overestimating travel time between enemies, but that time at least feels to me like somewhere between 0.5 to 3 seconds or so in the sorts of environments encountered in radio teams. However long it is, it is clear in the case of at least one melee AT (Stalkers) that actual single-target damage delivery in most combat situations is very hard to predict, because for some sets/players Assassin Strike can be demonstrated to frequently lose its guaranteed chance to crit before the player can acquire a suitable target.
In any case, one specific reason to use a low damaging attack in many cases is that the enemy is light on HP, as Arcana said. Another reason would be that the realbest set of actions would be to nix the idea of an attack chain completely and mix AoE with single target, which is a possibility I don't think I've seen addressed (my apologies if it has). The main reason to do this is what I said above: all attacks are not the same. If the optimal damage chain calls for an AoE power but, say, Knockout Blow would be more useful against one of the gathered enemies, it makes more sense to drop the chain and do that. None of this becomes very relevant in pylon soloing, but that's why pylon soloing is regarded by many players as what it is: the amount of time it takes to solo a pylon.
Think of it this way: no one would argue that the recharge of Fossilize, the hold power that appears in Controller sets, is completely irrelevant just because that power also frequently appears in their attack chains. The recharge is relevant because the power also represents how often some type of additional act can be performed. It is always useful to have that at the ready, no matter what else may be recharged. Block of Ice sinks my Ice/Fire Dominator's attack chain, but it's still worth casting.
How do you know that devs ignore numbers? Do you contact them regularly and know on a first-name basis?
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The devs seem far more interested in data-mined performance, with maybe a dose of seeing outlier performance in action with their own eyes. If someone went to them with lots of repeated experiments, conducted in game, that showed some performance issue, they might be interested in that, depending on what "showing a performance issue" meant. If they start finding out that Staff characters level slower than other melee characters of the same AT, they are probably going to start trying to determine why. Theoretical performance is not very interesting to them. Playerbase-wide practical, measured performance is.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I did a Mathematical Modelling unit at University. It was a long time ago and boring, but I do remember that anything you left out of your model you had to justify by proving that it wouldn't affect the outcome.
2. The attack chain I used is a reasonable one for the amount of recharge. |
3. FoM is the worst form. I used Form of Body because not using it would have made the set look less competive. |
6. These chains all promote survivability to same roughly the same degree. |
An analysis that included survivability would have to take into account the interplay between every secondary, power pool, and patron/epic pool power that increased survivability, |
something I don't what to do. |
I really should do something about this signature.
Because a large amount of the time no FoM stacks will be active. IE travel, any long downtime between mobs, using EotS or SS as the last attack against a spawn, etc.
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During those periods of time you're not in combat either: +DMG also has no effect.
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** I started to type 'or /Nin tools' before remembering the devs opted out of giving these tools to stalkers. Yes, I'm still a little bitter about that.
How do you know that devs ignore numbers? Do you contact them regularly and know on a first-name basis?
Considering that numbers apparently have been enough to convince devs in the past (according to Arcanaville), I would say that this is as good a method as any. |
Quantitative analysis combined with other evidence has been convincing. But the quantitative analysis has tended to have a very high hurdle to overcome. The devs do not like, and do not trust, aggressive quantitative analysis. And that's probably for the best. Conservative analysis places all or nearly all the margin for error against the desired conclusion and still leads to the targeted conclusion. Analysis that *can* maybe possibly suggest a conclusion might be possible sometimes normally carries little weight. Analysis that reaches for conclusions tends to carry no weight at all.
The devs are actually pretty accessible, so its also not a practical question to ask any player if they contact the devs regularly. Some probably contact the devs more often than I usually do.
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In any case, one specific reason to use a low damaging attack in many cases is that the enemy is light on HP, as Arcana said. Another reason would be that the realbest set of actions would be to nix the idea of an attack chain completely and mix AoE with single target, which is a possibility I don't think I've seen addressed (my apologies if it has). The main reason to do this is what I said above: all attacks are not the same. If the optimal damage chain calls for an AoE power but, say, Knockout Blow would be more useful against one of the gathered enemies, it makes more sense to drop the chain and do that. None of this becomes very relevant in pylon soloing, but that's why pylon soloing is regarded by many players as what it is: the amount of time it takes to solo a pylon.
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Originally Posted by Combat
Staff is 4th from last in single target, but AoE is less significant, because a set can make up for lack-luster AoE (by adding up to 5 AoEs [Burn,Mu/Leviathan,Spring Attack] from outside sources), but not for lack-luster single-target. Heck, you could 'almost' make the case that even Dark Melee could be a great AoE set just by adding /Mu and /Fire.
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If you can be hitting more than one target, you shouldn't be using a single target chain at all (with vanishingly few exceptions such as the Dilemma Diabolique finale). Staff has the built in ability to scale its attacking to however many targets are available, innocuous strikes in particular being nearly a single target attack for DPA except that it's a cone on a very short recharge. Here's what I mean: while your super duper SS/FA/Mu is either in full farm aoe mode or doing zero aoe, the staff fighter can use as much aoe as is relevant to the situation. At the alpha this probably means wiping out the minions with a cone or two followed by eye. Now lieutenants and bosses remain: stop using eye, use the cones to damage everyone and fill gaps with single target attacks on the bosses. When only bosses remain, the cones are still efficiently contributing damage. At this point the SS/FA/Mu is going to look like quite the nimrod if he's trying to keep up on aoe by using 19 endurance scale 1 attacks on two or three bosses.
Even within the context of your bias staff looks great. Now we go back to what Arcanaville and I have been saying: that doesn't even matter, because as soon as you add extra pools you're no longer discussing power set balance.
I said convincing arguments had been made. Convincing to me, and to a majority of the quantitative analysts on the forums, but it has been rare that the devs have accepted a quantitative analysis alone as proof of underperformance specifically. Particularly because the devs have an explicit and very specific definition of "underperformance" and it can't be calculated as such: it can only be measured.
Quantitative analysis combined with other evidence has been convincing. But the quantitative analysis has tended to have a very high hurdle to overcome. The devs do not like, and do not trust, aggressive quantitative analysis. And that's probably for the best. Conservative analysis places all or nearly all the margin for error against the desired conclusion and still leads to the targeted conclusion. Analysis that *can* maybe possibly suggest a conclusion might be possible sometimes normally carries little weight. Analysis that reaches for conclusions tends to carry no weight at all. The devs are actually pretty accessible, so its also not a practical question to ask any player if they contact the devs regularly. Some probably contact the devs more often than I usually do. |
But actual, measured performance always trumps any amount of theory, as it should.
The Scientific method: If the model fails to agree with observation, there must be something wrong with the model.
The Combat method: If the model fails to agree with observation, there must be something wrong with reality.
I really should do something about this signature.
The Combat method: If the model fails to agree with observation, there must be something wrong with reality.
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The Combat method: If the model fails to agree with observation, then everyone else is just looking at it wrongly! Because they do agree they do!
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The devs use mathematical methods when the first design a set of course, and one of the things Arcanaville has managed to show up was when there where flaws in the methodology used by the developers.
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1. Circeus' (plus others) analysis of Ice tanker performance. Statesman flat out admitted incorporating Circeus' spreadsheets into the devs' internal analysis of the set.
2. Stupid_Fanboy's proof that Claws did not follow the reductions specified by Geko. Since this wasn't a performance issue but rather a case where a dev actually stated the math that went into a set, the math could be proven definitively wrong.
Directly, I can't take credit for getting an entire powerset changed on numerical analysis alone. But indirectly, I can take some credit for probably all the melee weapon sets. Those were all sped up and the redraw gap removed in large part because BaB realized how strongly powerset offense was affected by cast time, and that happened almost certainly because of conversations I had with him much earlier in which I laid out the principles of DPA vs DPS.
It helped my credibility greatly when the devs were adjusting Claws and BaB asserted on the forums the changes would increase Claws output by 7%, I claimed 50%-75%, and then BillZBubba decided to solo a pylon with it in Beta, demonstrating ~80% increase in damage.
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You can't just "ignore this" "ignore that" and expect to draw any meaningful conclusions.
I did a Mathematical Modelling unit at University. It was a long time ago and boring, but I do remember that anything you left out of your model you had to justify by proving that it wouldn't affect the outcome. |
No it isn't. For one, it leaves out Guarded Spin, which would be one of the most frequently used powers in REAL gameplay. You also leave out equivalent powers from other sets. This does not make the model better, it makes it worse. For two, you leave out Mercurial Blow (and equivalent powers in other sets), which would be the most frequently used power for tanks or brutes - you really have no idea how those ATs work, do you? I've played a great many of those sets, and I don't use any of those attack chains. I might, if I was a scrapper and attacking immobile targets that don't fight back, but last time I looked, this wasn't City of Target Dummies. |
Also, stop insulting me. I've played the game since a month after release, and I'd dare say I know how to play just about every AT that I've spent significant time on (Defenders, WSs, MMs, Scrappers, VEATS, Brutes, Tankers, Stalkers). I've done pretty impressive things, like solo a MoITF in under an hour without any purples in my build, so I know how to squeeze performance out of a set.
Of course, these numbers are less accurate for tankers and stalkers, because of their unique mechanics. But that wouldn't necessarily help Staff, because Mercurial Blow is not one of the best DPA Tier 1 attacks (it is tied for 9 out of 15 before damage buffs, 10-11 after damage buffs).
You really, really, have no idea about how different powers interact, do you? |
Yes, as in "not at all". |
[quote]
Exactly. And an analysis that doesn't include those things is meaningless drivel.
[/quote]
I'm ignoring this because it is silly
Then you will have to live with your invalid conclusions based on broken logic, or maybe listen to other people with a better understanding of the game and/or real experience. |
In no place have I said "I know more about the game than you do." I'd reckon that I know as much, or more, about the game than you, having played it for longer and arguably done 'more', but that's just a personal opinion, not a fact. Finally, you assume that I haven't played Staff, which is completely false (or that your experience with Staff is more valid than mine, which is also false).
Originally Posted by PleaseRecycle
Here you're at your very wrongest, for reasons I've explained and for the reasons O_T has brought up. You utterly fail to understand that in being forced to take all of these pools to shore up aoe other sets pay a high opportunity cost. We've already been over the fact that the staff fighter need do nothing extraordinary to have excellent aoe, so what I find more interesting now is the fact that in actual gameplay single target chains are irrelevant so long as it is possible to acquire more targets. Earlier you tried to claim that it is almost never useful to have an aoe chain, I assume due to a recent blow to the head. By now you've presumably had a chance to recuperate and should find it easy to see that the exact opposite of that is true: there are very few situations in the game where it is impossible to take advantage of an aoe chain.
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Now, to address your arguments. First, you claim that being forced to take extra AoEs is a horrible thing. This simply isn't true, and I would 100 times out of 100 take advantage of 'high opportunity costs' if the actual result was greater than could be found in a powerset. For instance, imagine a powerset called "Rage Mastery." All it has is Rage. SS tanks could say that other powersets are at a high opportunity cost, being forced to take one pool to take advantage of Rage while SS has Rage in the powerset, but if Rage Mastery made other sets better than SS the high opportunity cost wouldn't matter.
Secondly, you misunderstand the statement about AoE chains. The point is that AoE chains aren't needed because very little content requires constant AoE output, as most minions will die too quickly to use a second or third chain, and lts not much more. This would be more apparent in teaming. The only content with constantly pouring enemies and continually saturated target caps is farming, and that is not relevant to most gameplay.
Also, you confuse single target chains with "only single target attacks". Many sets use AoE attacks in their single target chain, including Spines (3 with Quills), Electric (2), and numerous sets with at least one good cone. But in order to be more efficient than the attacks in the single target chain, AoE attacks have to do more damage per activation. Usually this takes 2-3 targets, but that is balanced by the increased recharge on PBAoEs and small area of most cones.
That form of analysis, however, completely ignores the fact that combat tends to narrow down the number of targets very quickly, leaving one or two high HP targets per spawn. Most of the time I don't even get to use multiple AoE chains before combat is down to bosses, and those bosses aren't always close enough to hit with cones. Single target chains reduce the time it takes to defeat those last few spawns in a way AoE damage generally cannot.
If you can be hitting more than one target, you shouldn't be using a single target chain at all (with vanishingly few exceptions such as the Dilemma Diabolique finale). Staff has the built in ability to scale its attacking to however many targets are available, innocuous strikes in particular being nearly a single target attack for DPA except that it's a cone on a very short recharge. Here's what I mean: while your super duper SS/FA/Mu is either in full farm aoe mode or doing zero aoe, the staff fighter can use as much aoe as is relevant to the situation. At the alpha this probably means wiping out the minions with a cone or two followed by eye. Now lieutenants and bosses remain: stop using eye, use the cones to damage everyone and fill gaps with single target attacks on the bosses. When only bosses remain, the cones are still efficiently contributing damage. At this point the SS/FA/Mu is going to look like quite the nimrod if he's trying to keep up on aoe by using 19 endurance scale 1 attacks on two or three bosses. |
Every single AV or EB in the game, generally at least one per mission in team content and every few missions in solo content.
Defeating one or two bosses too widely spaced for AoEs
Defeating one target quickly to stop them from using dangerous abilities (eg, Tarantula Mistresses, Sappers, Nullifiers, DE Eminators and Spawners, Vanguard Wizards, Carnie Mistresses, etc.)
Defeating a single target in order to reduce damage taken
And more
And while SS/FA/Mu is fun to pick on because it has no cones, most sets tend to have at least one 5 target cone. The sets that don't are primarily tanker legacy sets like Ice, Energy, and Stone, along with MA. So your 'advantage' isn't unique to staff in the slightest.[/quote]
Originally Posted by PRAF68_EU
The devs use mathematical methods when the first design a set of course, and one of the things Arcanaville has managed to show up was when there where flaws in the methodology used by the developers.
But actual, measured performance always trumps any amount of theory, as it should. The Scientific method: If the model fails to agree with observation, there must be something wrong with the model. The Combat method: If the model fails to agree with observation, there must be something wrong with reality. |
You haven't shown ANY measured performance. You've given anecdotal evidence. That literally means nothing because it requires nothing to prove and cannot be compared to other sets. In order to show 'measured performance', you would have to do timed trials of every set at various difficulties and levels showing that staff validates your anecdotal beliefs.
And while I appreciate the attention (no press is bad press), you are simply using grade-school level tactics to prove me wrong, including name-calling, tons of appeals to ridicule, and anecdotal evidence in place of statistical proof.
The 'Combat Model' isn't about ignoring game play experiences, but about valuing the accuracy of simple models in comparisons, especially over opinion statements like "Well, I can solo at +4/x8, so its fine."
The scientific method very rarely uses the type of 'observations' you have claimed in this thread. "I feel ..." simply does not work in science. Indeed, the only 'scientific' observations we've seen would be the Pylon times from the other thread, as those could both be reproduced and statistically compared to the expected result. In that case, the Pylon times are fairly close to what we would expect from Staff. And while Pylon times aren't representative of all gameplay, they are more 'scientific' than anecdotal statements about the sets performance, and will be the best thing available until someone does time trials of missions at various difficulty settings and levels for all the powersets to show the actual speed of the various sets.
The other argument everyone has used is Appeal to Popularity and it is also wrong. It doesn't matter if all of you hold a different opinion than I do, and it doesn't mean you belief is correct or that mine is incorrect. You know that is a logical fallacy, so using it is at best ignorance and at worst a deliberate attempt to use illogical statements to win an argument.
TW/Elec Optimization
That form of analysis, however, completely ignores the fact that combat tends to narrow down the number of targets very quickly, leaving one or two high HP targets per spawn. Most of the time I don't even get to use multiple AoE chains before combat is down to bosses, and those bosses aren't always close enough to hit with cones. Single target chains reduce the time it takes to defeat those last few spawns in a way AoE damage generally cannot.
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One thing that I found surprising, and I'm not often surprised, is that my Staff/SR is having almost none of the problems my MA/SR had with high multiple Nemesis. I'm up to x4 with bosses, and what I'm finding is that vengeance is not as much of a problem because its very often not hitting anything. Because everything, or nearly everything, dies almost simultaneously due to all the AoE. It is far more likely that vengeance is going to cause me a problem with the next spawn, because its close enough to get a vengeance buff, than it is going to cause me a problem with the current spawn. Its not perfect, but its a lot better than with MA by a long shot. You'd think that killing things one at a time would lead to less vengeance stacking, and it does, but its even better when vengeance is landing on dead bodies.
I've actually taken a slight break from Staff to level my Titan Weapons scrapper. Of course, its going to take a while to make any comparisons to Staff because TW is actually not a joy to level at all. Until you can sustain momentum pretty much constantly, its actually a very staccato set. I probably won't be able to make a "fair" comparison until I get it into the 30s, but I can say that Staff and TW are at opposite ends of the spectrum when it comes to actually leveling the character.
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I'm actually having similar results when fighting Nemesis as a Titan Weapons brute (most Vengeance hits dead bodies), by focusing down minions and relying on spam cones.
Perhaps I'm just being odd about it.
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I apologize for that insult, Combat, it was crappy of me to be a jerk for no reason. Now I shall resume my complete opposition to your perspective, but more civilly.
Here's a few reasons to use single target attacks (and BTW, I love the continued assumption that I have a SS/FA/Mu, which I can only assume is being used as an attack because I have stated numerous times that I've never played that combo): Every single AV or EB in the game, generally at least one per mission in team content and every few missions in solo content. Defeating one or two bosses too widely spaced for AoEs Defeating one target quickly to stop them from using dangerous abilities (eg, Tarantula Mistresses, Sappers, Nullifiers, DE Eminators and Spawners, Vanguard Wizards, Carnie Mistresses, etc.) Defeating a single target in order to reduce damage taken And more And while SS/FA/Mu is fun to pick on because it has no cones, most sets tend to have at least one 5 target cone. The sets that don't are primarily tanker legacy sets like Ice, Energy, and Stone, along with MA. So your 'advantage' isn't unique to staff in the slightest. |
To sum up my objections to all that stuff I quoted there, I don't believe that you put very much effort into your staff fighting stalker if you don't think it could have done those things. The great thing about staff's single target is that that's where most of its control lives: it gets a guaranteed mag 3 stun which it can easily if not reliably stack with precise strike's on bosses, it gets giant amounts of knockdown and it gets range with one of its best attacks which in practice is extremely significant pretty frequently.
By contrast, its aoe powers are at once more defensive yet less reliable. Guarded spin is a no-brainer when you're in a pinch, but innocuous strikes' immobilize is very subtle in its utility and eye's knockdown and debuffs are variant and not guaranteed. I find that this creates a truly excellent balance of outright power and necessary consideration on the player's end. There are times in aoe situations where I use single target attacks because it would be safer and vice versa. No other set has that. I was going to make that sentence longer but it's true how it is.
Regardless, this is no longer theoretical for me. My staff/elec scrapper is now 50, decked out, and capable of tanking ITFs with zero DDR and 35% s/l defense. That is far and away the least favorable high end situation for that combination. On STFs and LGTFs it might as well be invincible to go along with its spawn-shredding facility. You can say whatever you want about staff in theory but staff in practice gives titan weapons a run for its money and it isn't even supposed to.
I apologize for that insult, Combat, it was crappy of me to be a jerk for no reason. Now I shall resume my complete opposition to your perspective, but more civilly.
I took you at your word that you don't have a SS/FA/Mu but since you kept bringing it up I felt completely justified in doing the same. To sum up my objections to all that stuff I quoted there, I don't believe that you put very much effort into your staff fighting stalker if you don't think it could have done those things. The great thing about staff's single target is that that's where most of its control lives: it gets a guaranteed mag 3 stun which it can easily if not reliably stack with precise strike's on bosses, it gets giant amounts of knockdown and it gets range with one of its best attacks which in practice is extremely significant pretty frequently. By contrast, its aoe powers are at once more defensive yet less reliable. Guarded spin is a no-brainer when you're in a pinch, but innocuous strikes' immobilize is very subtle in its utility and eye's knockdown and debuffs are variant and not guaranteed. I find that this creates a truly excellent balance of outright power and necessary consideration on the player's end. There are times in aoe situations where I use single target attacks because it would be safer and vice versa. No other set has that. I was going to make that sentence longer but it's true how it is. Regardless, this is no longer theoretical for me. My staff/elec scrapper is now 50, decked out, and capable of tanking ITFs with zero DDR and 35% s/l defense. That is far and away the least favorable high end situation for that combination. On STFs and LGTFs it might as well be invincible to go along with its spawn-shredding facility. You can say whatever you want about staff in theory but staff in practice gives titan weapons a run for its money and it isn't even supposed to. |
I can't make comparisons between my TW/Elec Brute and Staff/Dark Stalker because of the level disparity and investment disparity. No character of mine has had the sheer damage of my TW/Elec, including the Stalker, but that is largely due to the extreme nature of TW at high levels of recharge than some deficiency with Staff. I can say that staff was pretty easy to level, though I never experienced the problems many had with my TW characters (to be fair, staff is probably worst at leveling on stalkers).
While Staff has decent mitigation in its single target, it isn't unique in its abilities. Energy and War Mace both have a fair amount of stuns, and most single target T9 abilities have some measure of control (KO Blow's Hold, CU's Stun).
You can make the claim that Staff's AoE control is better than other sets because of the versatile nature of Eye and IS. My experience has been that attacks like FS and Whirling Smash were great at keeping enemies on their backs, but I could see the advantages of having an immobilize in the set for keeping guys in range for more AoEs.
However, I've found that I tend to abandon the AoE defense attacks at higher levels on my TW characters, and I felt I would probably do that if my staff stalker got to 50. At first, I thought such attacks would be overpowered, but I've since felt that they were pretty perfectly balanced, in that sets couldn't easily slip them into a single target rotation without a DPS drop but could use them in regular combat as an effective attack in most cases.
My /Electric brute has 32.5% to positionals on one build (45% smashing/lethal on the other), and I've found that I rarely need to use lucks to reach the softcap. Combining end drain, with decent resists, with defense, with heals, with soft control from TW meant I was very survivable. I'd expect Staff to be at least as survivable. However, I'm not sure that the survivability I experienced was horribly greater than other sets.
Personally, my main problem with Staff (numbers aside), is that seems designed to be the anti-Titan Weapons. TW was a set with ridiculous damage potential, locked behind an annoying mechanic and horrible endurance problems. Staff is a set that focuses on being as easy to play as possible.
To me, every set should be designed with ease of use in mind. I think TW and Staff are wrong because they try to balance power and annoyance, and I don't think those things should be related. It just promotes bad lines of thinking, leading to even more annoying mechanics with OP sets and a greater tolerance for low damage sets with QoL features.
TW/Elec Optimization
As a point of comparison, guarded spin is basically like defensive sweep if it only existed in momentum-enabled form. It costs more endurance and covers less area but its size is still huge, its cost is still low and it is a very dependable cone with no strings attached. This is a microcosm of why I value staff as highly as I do. You don't have to use any particular form to run the aoe chain, for instance. Neither must you add any filler attacks to have the maximum amount of control in your single target chain.
I feel like I can now see where our fundamental disagreement lies and I don't think it's going to change. If you require a certain baseline single target DPS and staff doesn't clear that hurdle, what can be said? For me that doesn't matter because I can still kill bosses in a few attacks in practice through the combination of good slotting, purple procs, debuff procs and soon musculature and interface. If this chief soldier dies in four attacks, does it matter that three might have sufficed for .87 less arcanatime on a titan weapons character? I suspect you can guess my answer to that. Particularly since the waters become severely muddy when discussing aoe, as we have seen in terrific depth.
What concerns me is that the staff fighter can charge into a spawn with no care whatever for what she was doing a millisecond ago and begin ripping into it with whatever power is most appropriate for that instant. That is a damn sight different from typical sets where "waiting" is a thing that exists. I don't like waiting and I do like staff fighting.
Of course, its going to take a while to make any comparisons to Staff because TW is actually not a joy to level at all. Until you can sustain momentum pretty much constantly, its actually a very staccato set.
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I'm enjoying my Dark/Staff Tanker, although progress on Staff is of course slow because Tanker. Damage feels pretty good, too; I've dropped Tankers in the past because they just weren't doing what I felt was reasonable damage, but I'm fairly happy with Staff so far.
De minimis non curat Lex Luthor.
I would be dishonest if I tried to evaluate sets that way. I would be comparing two unlike objects
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and the only assumption anyone would make is that I would be deliberately trying to massage the numbers to prove my point. |
Of course, these numbers are less accurate for tankers and stalkers, because of their unique mechanics. But that wouldn't necessarily help Staff, because Mercurial Blow is not one of the best DPA Tier 1 attacks (it is tied for 9 out of 15 before damage buffs, 10-11 after damage buffs). |
I know the relative values of the forms. In order for FoM to be useful, it would have to either increase survivability by a factor equal to 7.5% regeneration/75% regeneration or increase damage enough to overcome the benefits of FoB/FoS. |
If you try and ignore that and deliberately do not try to do as much damage as possible, the analysis will be flawed. |
You haven't played Staff at all, so your opinion doesn't matter. |
I'd reckon that I know as much, or more, about the game than you, having played it for longer and arguably done 'more', but that's just a personal opinion, not a fact. |
But you don't need to know anything about the game to spot invalid assumptions, and to know that a conclusion based on invalid assumptions is false.
Finally, you assume that I haven't played Staff, which is completely false |
You haven't shown ANY measured performance. You've given anecdotal evidence. |
In my opinion, staff is significantly worse for Scrappers than for the other melee ATs, so I am quite willing to believe that either the scrapper version underperforms or the other versions overperform. But I don't have a problem with that, lots of powersets perform differently on different ATs and in conjunction with different secondaries or primaries. If the difference was significant enough to notice, you can be sure there would be a hoard of people coming to the forums complaining (especially when they have spent money on it). When (if) that happens, then it's time to crunch some numbers and try to find out what's going wrong.
The other argument everyone has used is Appeal to Popularity and it is also wrong. |
here is a valuable life hint: not everything you read on the internets is true, posting a link to something doesn't convince anyone of anything. Just to show that anyone can paste a link instead of making a valid argument, here is one for you:linky
I really should do something about this signature.
That's going to be a matter of personal opinion and preference, of course. I never leveled any character as fast as my TW Brute for two reasons: It's too much fun to stop playing, and the set felt like I was holding onto the handlebars of an out-of-control motorcycle. I made it a point to hit all the mayhems while leveling, and I had to be super-careful not to overlevel them. And I didn't take Build Momentum until level 47, after I had destroyed any endurance problems.
I'm enjoying my Dark/Staff Tanker, although progress on Staff is of course slow because Tanker. Damage feels pretty good, too; I've dropped Tankers in the past because they just weren't doing what I felt was reasonable damage, but I'm fairly happy with Staff so far. |
And the bottom line is, the game is all about having fun.
I really should do something about this signature.
It does not. You assume the "optimal" attack chain is the one that generates the most damage over an unbounded amount of time. More recharge than that just makes attacks recharge and become available before the chain "needs" them. But having powers recharge faster than the "optimal" chain needs them means you're more likely to have alternate attacks available other than that nominally projected by the "optimal" chain. And that means you increase the likelihood that you can reduce overkill by selecting the lightest attack that will still kill the target.
TW/Elec Optimization