Analysis: Nova I23 vs I24
So someone (meaning Arcanaville) do the math.
Assume a lvl 50 IO'd but non incarnate NRG/NRG blaster a +4/x8 spawn with an average breakdown of bosses, lts, minions. all attacks hit average resistance on foes if the stealths up and starts with a nova, which, and how many attacks does it take to wipe out the spawn in i24? |
There's too many variables to give an accurate answer to that question, but a couple of points worth mentioning:
I24 Nova slotted and stacking BU and Aim deals about 429.4 damage to a +4 minion. That's a hair *less* than necessary to defeat them, so unless you pop some reds or have lingering Defiance buffs from the previous fight, or have better than +95% damage in Nova from invention slotting and invention set bonuses you'll have a ton of minions scattered all over the place with a sliver of health left. Even with broken ragdoll, that's probably not a good thing. Fortunately you only need about a percent more damage buff. Unfortunately that does not count any resistances the critters might have, and that's highly variable, particularly because Nova deals partial smashing damage.
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Arcana care to figure for Kin Defenders?
assume capped damage and Def values. nice thread. |
The only significant difference besides that: a damage capped I23 Nova has a 37.5% chance of just barely killing an LT. I24 Nova will have no such chance. So today, about one in three Lts at even con at level 50 die to Nova. In I24, they'll be one or two hits from dying.
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How would say a fire/kin corr who can cap himself for damage and has an oblit set in so 100% damage and recharge values compare pre and post i24?
I find it a bit weak atm but that might just be me on a corr, and the fact i dont use it often as it crashes |
I'm also assuming all the DoT ticks land, but its cancel on miss so it will average slightly less (each tick as 99% chance to hit, but a single miss causes all the remaining ticks to fail).
By average damage, I24 Inferno should deal about 3.2% less damage than I23 Inferno for corruptors at the damage cap.
... You actually find damage-capped Inferno to be a bit weak?
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Thanks Arcana for some reason people were looking at the Nuke change as a negative so it helps if you word it differently so they can understand or relate.
I was starting to wonder about some of our posters... |
For me the crashes are/were so annoying that I would often not even use the nukes on many average occasions. This means the amount of damage I was generating with them was effectively zero. Thus for me the crashless nukes could have had their damage potential cut in HALF from pre-I24 levels and it STILL would have been a positive to me because even a half-damage crashless nuke is more damage on target than NO damage from an unused power. The fact that the average amount of damage coming from a post-I24 is going to be nearly as much as before is basically gravy to me.
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My analysis is this:
Damage totals on my blasters for crashing nukes is currently zero on minions, and about the same on bosses and lts due to the fact that these powers do not appear in my builds. So I am predicting, based on the maths, a huge increase in effectiveness for these powers.
All kidding aside, I am slightly worried that this might make the game less fun in big groups. There are already groups that kill so fast I have trouble getting off an Assassin's Strike and end up running ahead just to do some damage. I can see these changes exaggerating that.
On the other hand I haven't seen the issue playing my Dual Pistols blaster when I am dealing the nuke so there's that.
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My analysis is this:
Damage totals on my blasters for crashing nukes is currently zero on minions, and about the same on bosses and lts due to the fact that these powers do not appear in my builds. So I am predicting, based on the maths, a huge increase in effectiveness for these powers. |
Between this, the new ATO set, the sniper changes, the sustain powers and whatever other unannounced changes may or may not be revealed in beta, I think I might need to use all three builds just to take advantage of all of them.
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As a stalker player I don't consider this a bad thing. Reliance on Assassin strike is a very old school tactic that I dropped ages ago.
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I think your post sort of ignores the point I was trying to make though, and that is that buffing nukes is buffing an AoE zerg style of game play that isn't particularly compelling, though it will be good for farming. I'd rather see a large modifier to single target damage then buffs to make AoE zergs more appealing strictly from a fun standpoint.
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I think your post sort of ignores the point I was trying to make though, and that is that buffing nukes is buffing an AoE zerg style of game play that isn't particularly compelling, though it will be good for farming. I'd rather see a large modifier to single target damage then buffs to make AoE zergs more appealing strictly from a fun standpoint.
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
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Um, I'm talking about the non-hidden 1.18 animation time version of Assassin's Strike. In a good AoE zerg group who is out of combat long enough for Hide to kick in? By the time I run up and throw my first attack almost everything is dead. Good for XP, bad for game play.
I think your post sort of ignores the point I was trying to make though, and that is that buffing nukes is buffing an AoE zerg style of game play that isn't particularly compelling, though it will be good for farming. I'd rather see a large modifier to single target damage then buffs to make AoE zergs more appealing strictly from a fun standpoint. |
All kidding aside, I am slightly worried that this might make the game less fun in big groups. There are already groups that kill so fast I have trouble getting off an Assassin's Strike and end up running ahead just to do some damage. I can see these changes exaggerating that.
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