Biospark

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  1. Quote:
    Originally Posted by Grey Pilgrim View Post
    ...That's what set me off earlier, as that other thread and some posts continue to suggest to new players that they should choose an AT because of some real performance difference, when there isn't a huge one. Again, people should play what they want, and CoX allows them that opportunity: no one should ruin that.

    Sure, some powerset combos and builds can make for some crazy DPS or take on multiple AVs, but that's hardly close to baseline performance, or what most people need to do to play the game and have fun. There's plenty of room for min/maxxers and casual players in CoX... which is again, people playing what they want. You go for the style of play you prefer.
    Sorry to paraphrase you GP

    I totally agree with you on this thread and THAT OTHER THREAD.

    Here is one thing that I have meant to say to those folks trying to prove that Scrappers infringe too much on Blaster territory. For "certain" combinations, this may be true and all the efforts through numbers and calculations (if presented correctly) could very well pursuade the dev crew of just such a case(s). BUT...

    If they think that will somehow translate into an improvement for Blasters in a general sense, they will be sadly disappointed when all that happens is that the "offending" scrapper combinations get "normalized" to the general scrapper performance levels.

    Personally, I do not want to spearhead changes which will cause a particular AT or powerset to be nerfed. If I wish to crusade for anything in this game it will be to bring the "under-performing SETS/ATs up to speed with the rest. Much more satisfactory for the players as a whole I believe.

    Perhaps though, there are players that don't think there is a problem calling for nerfs.

    Who knows
  2. Quote:
    Originally Posted by Oedipus_Tex View Post
    Do either of these stand out as the obviously better choice? I know DA can stack stuns with Martial Arts, and Shield contributes extra damage and an extra AoE to help on that front. Am I missing anything obvious or are they more or less comparable?
    I think a better question would be Dark Melee/Shields or Martial Arts/Dark Armor

    But of your two choices, it will probably have to come down to personal flavor or concept.
    Martial Arts is really nice now with the cobra strike change. But it will still not impress anyone looking for an AoE powerhouse or even AoE capable set. Both of your choices will help out in the AoE department, but I think Shield Charge + AAO is going to be more impressive (as far as AoE dmg goes).

    Both /Shields and /Dark Armor are going to take alot of influence to be really strong end game, but if you spend that time/influence the rewards are really there. /Dark is going to be reliant on a click heal until everything starts falling into place at the end-build, whereas /Shields is a little more "set-n-forget". One of these playstyles will appeal differently for each individual.

    For instance, I prefer a "set-n-forget" playstyle on my melee characters, which is why I love the Willpower set. So from this you can see why I have dabbled in /Dark but never committed to going all the way with one. Most of what I know on /Dark comes from duoing with my guildmates Dark/Dark scrapper and helping him IO it out.

    Hope that helps a little Tex
  3. Quote:
    Originally Posted by Deathstroke33 View Post
    My buddy and I usually run as a duo and he is going to make a spines scrapper, he is thinking to go either dark or elec armor. I'm trying to decide what type of defender to make to help him (and me) level the fastest. I suppose it doesn't have to be a defender, a corr, troller or even dom would work depending on what you think.

    Thanks in advance for any help/ideas.
    Spines/Dark would benefit from +Def and +recovery the most. Empathy or Cold Dom would be my vote.

    Spines/Electric would still benefit a great deal from +Def but not sure how much +recovery you would need at the higher end. Spines can still use alot of endurance, especially if you go AoE happy. So again, I am still leaning toward Empathy or Cold.

    Another set to seriously consider is Radiation Emission. You get great debuffs which can make any scrapper tougher, plus Acc Metabolsim is a great +recovery buff (in addition to what else it buffs).

    Kinetics is a nice set for +recovery also, but it offers +resist which would be less useful for resist based sets like Dark/Fire/Elec. But with that being said Scrapper + Defender is one of my two all-time favorite Duo strategies. The other being Controller + Blaster.

    Here is an interesting thing to consider though:

    +Recovery buffs (Defender power by level)

    Cold Domination ---> heat loss ----> level 32
    Empathy ---> Adrenaline boost ----> level 32
    Empathy ---> Recovery Aura (50% uptime) ----> level 18
    Kinetics ----> Speed Boost ----> level 12
    Radiation ----> Acc Metabolism ---> Level 2

    As far as I know, there are no other primaries with any +recovery powers.
  4. My take on Sonic (as a player who groups with Sonic users)

    1) Liquefy is great, but the uptime is horrible. For a tier 9 Power you would (or at least I) think that (with major slotting and IOs) you could at least get this to 50% uptime.

    2) Sonic repulsion targeting another player ??? As someone once said, maybe the devs just decided to be different. This should be moved to a self toggle just like Kinetics and FF.

    3) My personal opinion only, which is not shared by most others, is that the +Res amounts for this set are a tad low. Now that we have protection from our toggles dropping, sleep is less of a problem, but a solo Sonic should be able to do better on Resistance before level 41. And that is because there is a huge difference between 15% defence and 30% resistance in-game. It doesnt matter to me how the numbers "pan-out", I have played both FF and Sonic on teams AND Solo. FF beats Sonic hands-down in every way solo, and IMO is also better for a team.
  5. Quote:
    Originally Posted by Hockeypuckhead View Post
    Is it possible cap defense on my guy so I can be in the thick of things debuffing and buffing without being a wet noodle?

    The other question is how often would I be using power siphon? is it worth it to slot it up or just depend on Fulcrum shift?

    I dont really care about my attacks all that much. Im hoping to get teams on a regular basis although I would like to atleast be able to solo missions out in rwz(I never see people teaming for those).

    I figured psychic mastery made the most sense for me and the psychic "theme" going on with this guy.

    Thanks in advance!
    Have you considered going Villain long in order to choose Black Scorpion as your Patron ?

    Scorpion Shield is ridiculously good Smash/Lethal/Energy defense.

    If you are opposed to going this route, you can build 20% defense with a solid investment in IOs, but I am not sure how well that will work for the RWZ. Beyond 20% is hard to get for Kinetics unless you focus on certain types of defense like Ranged/Energy and in that case I have seen soft-capped (to Range) possible.

    As far as Siphon Power goes, It's worth keeping for AV's/EBs/Bosses. You can stack it on FS and itself to really weaken them. also don't forget to spam Tranfusion on AVs even when no one is getting hurt because of the -regen in that power.
  6. My favorite matchup for a Tank is a defender which can not only offer support, but offer some way to really boost the Tank's damage dealing ability, so your thoughts on Kinetic or Radiation are very good choices.

    Have you considered Corruptor as a Tank complement ? They get access to both Kinetic and Radiation as well as offering some great personal damage contribution.

    If you settle on a Brute or Scrapper, I would stick with a Defender, and look at sets which can increase their defenses where they are weak. So Thermal would be really great for a Reflexes or Shield toon, because of the added resistances. While FF/Cold/Traps would be really helpful to a more resistance based powerset like Fire or Dark.
  7. I agree with Gavin, I have tried full sets of both Devastation and Thunderstrike and by far Thunderstrike offers more bang for the buck.

    FWIW
    My current favorite way to slot single target blasts is 5-slotted (4-piece) Thunderstrike and then one slot for the Devastation Hold proc. My defender has three attacks with this set-up and the Proc is quite frequent due to his ability to spam attacks.

    -Bio-
  8. Quote:
    Originally Posted by Dechs Kaison View Post
    Change the damage modifier to match scrappers, perhaps go 10% higher.

    Increase the HP cap to match the previous base HP increase.

    Done.
    This QFE is exactly the first things I thought of.

    For an AT that gives up AoE for Burst damage, to also lose HPs and have lower than scrapper damage seems like extra lemon juice on the wound. The game may be designed around +0/x1, but who ACTUALLY stays at that level of performance for any length of time.
    SO-only Empaths ? Maybe ?

    I would vote for leaving them just as squishy (seems like a good incentive to use Hide and strike techniques) but raise their Global ACC considerably. An Assassin that misses is not a very good Assassin. The added flexibility on slotting and early career benefits might just push them over the top (Single Target only).
  9. No it does not. And neither does Fear.
  10. Now if we can get the presence pool fixed so that you don't have to waste a pick taking a taunt. Then it will all make sense.

    To the OP,

    Excellent work on reviving your character. You have just given me pause on my own Sapper (Emp/Elec).

    :::grumble:::: playing Mid's more than COH these days ::::grumble::::

    LoL
  11. Quote:
    Originally Posted by EvilGeko View Post
    OK we all know Warshades are better than Peacebringers late game, if anyone agrees, we'll argue it out. But better to just get to the idea.

    .....

    The blast changes are mostly lifted from similar changes done to Dominators to great effect. Peacebringers don't have the same damage buffing ability that Warshades do, hence the small buff to base damage to go along with the blast changes. The Solar Flare change maintains the KB that some folks enjoy, but lessens the scatter a bit.

    Finally, the changes to Light Form and the base resist changes are to provide Peacebringers the same opportunities for mitigation in the human form that Warshades have with Eclipse. But it's a different path. The changes to Light Form make it work similar to One with the Shield and Strength of Will but without the ban on recharge enhancement.
    I applaud you EG for your suggestions. Something needs to be done about PBs, but not having as much experience with them as others (most even), I cannot really say much to your ideas. But here are my thoughts anyway.

    Gleaming Bolt : Please do something for this pathetic power. I cannot think of anything except Brawl that is as pathetic (damage-wise) as this power. I like the fast recharge, but please, PLEASE up the damage a little.

    We need something to control with. Anything. I like the suggestions that have been made here to allow stacking effects. So it would be great to have PBAoE Hold to stack with the Melee Hold, or a single target Stun to stack with the AoE Stun. Anything would be good.
    Heck, change solar flare to a Stun, then we could stack 2 AoE stuns.

    Also, I really like the idea of Changing Light Form to EG's suggestions. But I wonder if that would make Human-Form just too good. I personally prefer Human form only, so I am biased. Others who prefer Tri-Form may not agree with the buff to Lightform.
  12. Biospark

    Blappers

    Quote:
    Originally Posted by Doomguide View Post
    Having barely reached Consume much less slotted it up I can't say for sure but looking at Mids: 3 in aoe = unslotted stamina+full end bar, 5 in range = slotted stamina+full end bar. That's a single use, not sure if it stacks but it appears it would and is very doable to stack the buff while only using recharge in the power itself (no outside buff/global needed). 10 icons is roughly half the base strength of Recovery Aura. That takes my build from a net recovery around 2 end/sec to 4 end/sec which short of Nukes should be darn hard to use up. I'm figuring if I can keep a 5 or 6 icon buff on myself I should be close to if not infinitely sustainable (while running Tough, Weave, Maneuvers, Tactics, Hotfeet, and Charged Armor)
    Hmm, that does sound good. I am not planning on the Leadership toggles, but will be running Tough/Weave/CJ/Hot Feet. Maybe with Hasten and good use of IOs I could squeeze more toggles, but I will probably just stick with Hot Feet because of its larger radius. The big down-side is that Hot Feet will go away alot when doing exemplared stories and TFs. Might have to consider having Blazing Aura for just those times.
  13. Biospark

    Blappers

    Quote:
    Originally Posted by Ninja_Zero View Post
    Hey guys.

    So I rolled a Rad/Fire and a DP/Fire last night.

    Honestly, /Fire is definitely what I want, next to Nrg & Elec, its the most 'blappery' but more of an AoE base which I don't mind.

    I'm a bit torn though, not sure which I should stick with.

    They're both tons of fun and I'm just totally in love with X-Ray Eyes (coolest looking attack) and the damage was a lot more than I had expected. I also like the flashiness of DP.
    You should always play the one that you have the most fun with. And who says you have to pick one. Keep em both for awhile and see which one stands the test of time.

    For me, its all about concept. My character Sunforge is a mutant who has the ability to harness the power of the Sun (Fusion). I colored the Radiation powers all to match the Orange/Yellow of the Fire powers, so they have a cohesive look, and wow do the Rad powers look good like that. The original character was planned to be Fire/Fire, but having played that combination in the past I knew there were no "hard" control powers like holds. This is what led me to look at other sets with actual "controls" in them.

    Dual Pistols has a control in it, so you will have that added benefit, along with a "crashless" nuke and the whole set seems geared to play "in melee range". Odd for a Gun powerset, but eh, it looks cool.

    Let us know how these (this) character progresses for you.
  14. Biospark

    Blappers

    Thanks Strato

    I suspected as much when looking at mids. Running either Hot Feet or Blazing Aura was something you could IO into, but not both. And having seen how you use Hot Feet to considerable effect, Blazing Aura was the one I threw on the woodpile as well.
  15. For Scrappers, I would be happy with combining Ranged/AoE onto one toggle and then adding a new power at level 35 which supports the sets theme. I have suggested in the past a Toggle (ala AAO, RttC, Invincibility) which provides a base accuracy bonus and a scaling +recharge amount per critter in range. It would provide a unique opportunity for SR users to have much easier of a time perfecting attack chains. I also feel that the +res values should kick in alot sooner. The amounts seem fine, just would like to see them start benefiting my scrapper before his health turns orange or red.

    As to porting SR to tankers, I can absolutely agree with Arcana that pushing the +def numbers higher simply by porting over would be overpowered. My shield Tanker is a complete stud by comparison to my SR scrapper largely due to more hps and some amount of resistance. But being able to softcap by your early 20s, yikes.

    My thoughts on how you port SR for Tankers would be to set the Defense values right around where SR currently sits (13.9%) and add in 15% resist S/L to Focused Fighting and 10% E/N/F/C/T to Focused Senses. Then leave the scaling resists in the passives but start the scaling at 75% health instead and as suggested above, combine the Ranged/AoE toggles and add a Taunt toggle at 26. Its not pretty, but it would work and stay thematic to Tankers.
  16. Biospark

    Blappers

    Quote:
    Originally Posted by Dragonkat View Post
    Rad/fire

    yes yes a thousand times YES!

    I have one of these around 27, and the aoe blapping style is pure devastation. If you have a tank or a brute to herd mobs for you, it's downright beautiful to see all the orange numbers fly. So suicidal with it I'm actually gonna try to stack even blazing aura, hot feet, and burn on top of the aoe's in /fire and the two in rad. You can count nuetron bomb if mobs bunch around you after all.

    By far it's the most reckless blaster I've ever played too, so yeah watch your timing, but when you can cut loose boy can you ever. So if you want to stay away from eng or fire give this combo a try.
    I have been playing around alot with mids regarding Blazing Aura and Hotfeet. Its not looking very good from solo standpoint but maybe Consume will make it all be fine. Burn OTH, definitely.

    Neutron Bomb will replace combustion once I get there because the cast time of Neutron Bomb is 1.67 sec as opposed to Combustion at 3.0 sec. NB does less damage but will easily fit under the Aim or buildup, whereas now I spend alot of time in the combustion animation taking fire. Depending on when I popped Aim/Buildup I can miss the buff window for combustion (which is why it is last in the chain).

    Ultimately while solo I am figuring Hot Feet + Blazing Aura(maybe) + Aim(or buildup) + Irradiate + FSC + Neutron Bomb :: then move to next spawn. For a really tough fight you could do both AIM and BUILDUP together, but most normal combats only requires one, so I like to alternate them.
  17. Biospark

    Blappers

    Quote:
    Originally Posted by Ninja_Zero View Post
    I think I'm going to try that out. Rad/Fire sounds fun.

    Yeah, I know the thought of a Blapper w/o Nrg or Elec sounds crazy but I've got EM & ELM on other characters and just do not want to play them again.

    /Fire or /Ice were what I had been considering.

    I had a Fire/Fire Blaster a while back and I did like all the AoE but it was a bit hard to manage with all the aggro.

    Anyone have any opinions on Rad/Ice?
    I don't have any experience with Rad/Ice, but here are a couple of things about Rad Blast that make for very interesting synergy (with just about anything).

    -DEF had always been a good thing. Good solo, Great on Teams. It makes higher-con villains easier to hit. Now put this with a Blaster who survives by taking down their enemies BEFORE losing all their hps and you see how this is a match made in heaven. Misses are very serious for Blasters, especially at the start of a fight. My little Rad/Fire was running around Galaxy and then King's Row looking for orange cons. I even tried some solo reds.

    Rad Blast on a defender was low damage at best. Probably got better at higher levels, but the trick is to get to those higher levels using only what you got. Porting Rad Blast over to Blasters could have been the best thing for the set. The improved damage makes NB still a low-powered blast, but Blasters can skip it. YAY! And with the upcoming I19 changes, X-Ray eyes can be switched to a hand-blast if you prefer (Hey keep your minds out of the gutter).

    Radiation Blast as a set kind of reminds me of Spines. Great AoE potential, but rather limited on single target damage. When you are playing a Defender, having limited single target damage is a very big concern at lower levels. On a Blaster, not as much.

    EDIT: One more aspect of Radiation, which I took into consideration when I chose it was that Fire/Fire (More conceptual for this character of mine) had no Hard controls, only soft controls in Burn and Hot Feet. With my experience playing Defenders and Controllers (and Blasters too I guess), I think its very important to have some means of dealing with problem critters. And Cosmic Burst seems like a good candidate, especially when you consider Villain epic pools ::cough::OG:::cough

    One thing that you will need to work out, in regards to synergy is whether you will be focusing your AoE for PBAoE or.... for Edge of spawn (Cones). These are two very different methods of dealing your damage. Depending on which way you go, it will change which AoEs you will take. My original thought was to stay at the edge of spawn and use powers like Electron Haze and Neutron Blast, but looking at cast times and other factors (like how much I hate cones), I decided to heck with it. PBAoE works just fine for my empath. Just look at the cast times of Irradiate and Fire Sword Circle and compare them to any two other combinations and you will see what made me focus on those two AoEs as my staple shots.

    sorry for the long-post. Hope you find a combination that you like.
  18. Quote:
    Originally Posted by Arcanaville View Post
    Yeah, its based on an estimate of about 20 dps for a standard minion at level 50. That itself was based on a number of tests of various minions to try to come up with an average, and the average settled somewhere close to the damage output of a malta swinging punches in melee range, which ended up being very roughly 20dps before accuracy is counted (~100 damage attacks with 5 second cycle time) at level 50. Since then, however, critter groups have appeared that have higher damage output than that, in particular Cimerorans, Vanguard, and Praetorians, that likely shift the average upward. And some critters, like Carnies, are likely shooting slightly faster in melee range than they used to, because of a circa I17 change to default AI that makes them more likely to use all their attacks rather than sit on some for a few seconds at a time. At high levels, especially at level 50, the average might be as high as 25-30dps now. I would need to investigate further to come up with a new average, but that will have to wait a bit until I finish a different project I'm working on now.
    Yeah my gut tells me that 20 dps sounds like a low figure. But we are talking even con minions here. LoL
  19. Biospark

    Blappers

    Quote:
    Originally Posted by ClawsandEffect View Post
    If you really want to deal a crap ton of damage in melee range, go Rad/Fire.

    Sure, Energy and Electric have some good single target melee attacks.

    But /Fire has Combustion, Fire Sword Circle, Hot Feet, Blazing Aura, and Burn.

    Rad has Irradiate, which is a PBAoE attack with about the same radius as Combustion, but activates much faster.

    You can single target blap with Energy and Electric, but only Fire lets you AoE blap.

    Disclaimer: Fire Manipulation will deal obscene amounts of damage in melee range, but it adds almost nothing to your survivability. If you choose to play one solo, expect to die frequently until you get your timing down.
    YES ! Listen to Claws.

    My latest blaster toy is a Rad/Fire. Holy Devastation Batman !

    Aim(or Buildup)+Irradiate+FSC+Combustion = Every spawn combo (all available by 10th except Buildup (level 16))

    Cannot wait to add in Hot Feet.
  20. Quote:
    Originally Posted by Arcanaville View Post
    The curves you describe are, however, the true survivability "value" of the mitigation being discussed. High mitigation sets of comparable value will drop below a mitigation set to the right of your curve, but jump higher to the left of your curve. Its kind of a hard thing to communicate in text though, and its hard to come up with an intuitive way of judging two such curves superimposed to decide which one is the "better" one. That gets into the question of what player(s) think are important.

    From a balance perspective, those curves usually tell you less who is stronger than who, and more who is not unambiguously better than who. If one curve is always higher than another at all points its obviously better. If its lower always its obviously worse. If they cross somewhere in the middle, its more ambiguous, and suggests balancing them requires a more qualitative approach.
    Thanks for the detailed response Arcana,

    The charts I gave were just thrown together to show the shape of the data.
    One thing that I am currently working on is the creation of counter curves that represent something more like your "sawtooth" idea. I want to vary the amounts based on a unit of incoming damage we can call "One Minion". These counter arcs would intersect the mitigation curves at different points. By seeing how each set performs against 3/6/9 minion arcs, we attach a time value to each powerset.

    I have been messing around in game to try and average what damage and recharge values to assign for a "One Minion" unit. Recharge is fairly variable (4-12 seconds) across villain types, but I feel pretty good about using an 8 second recharge. Damage between Ranged and Melee is just as wild, but I feel pretty good about a Ranged/Melee ratio of 66%/100%.

    Any thoughts on what a "One Minion" metric would be ?
    I am having trouble finding where you broke this down in your comparisons.

    EDIT: Ok I found it. Could have sworn you had more info explaining how you arrived at 4.47%/sec for three minions. Is it safe to assume this value is entirely related to scrapper hp values?
  21. Quote:
    Originally Posted by JonScott View Post
    So, basically, forced teaming was, ultimately, simply a little trick to encourage people to keep playing the game. And if you think about early MMO design, it makes sense: they didn't have the technology or resources to put much more into the game than Kill 10 x + FedEx + Kill Bosses + grind mobs. That just isn't going to engage a player for 60-80 levels. So MMOs were initially designed to encourage the social experience, make that the fun part of play, and thereby keep people coming back.

    I personally have no problem with that, in theory. But MMOs have moved on. Developers are actually making games that encourage people to keep playing by being genuinely fun and engaging. City of Heroes/Villains is very, very old by MMO standards. If they want to keep the game competitive--and from all the work they've been doing on it the past couple years, it seems obvious they do--chances are they're going to have to eventually address this little bit of legacy design.
    I have a somewhat different take on how MMOs became team-oriented from the outset. The first BIG team MMO was a trend-setting MMO. Of that there is no doubt. And it was also my first MMO as well. I first began playing Pen-and-paper games in 1980 and these are the kind of games which Everquest was patterned after. In games like Dungeons and Dragons, the whole experience is a group-cooperative effort to overcome encounters. These are very different from first person shooters which center on single person skills and PVP centric activities. So having the idea of "Teaming" built-in was just an extension of the genre.

    If you carry this forward to COH when it launched, it attempted to follow the (until then) standard of teaming but went after the instanced based missions (much maligned at the time) and something completely new in the scaling missions to team size. Because it is based on a different Genre than games like Everquest, it really has been pushed (by the players) into a more "solo" oriented focus. Teaming is there, but many players desire and insist on "soloability".

    As much as I am currently upset with how Warcraft developed over time, I left CoH back in march 2005 and spent 3 years in that world. CoH could take a lesson from Warcraft in ways to improving solo and team play. For instance, in solo play our missions scale and can include everything from minions to AVs. One of the coolest features of Warcraft (to me) was that Instances contained mobs of Heroic strength. Imagine a team in CoH choosing to set their difficulty to Super-Heroic (a new level) and when you enter the mission +0/x1 would be just like a one person solo instance, but every minion is an EB, every Lt is an AV and every Boss is a GM. That's how you challenge teams. You don't need a bazillion more mobs of "minion" stature. You need fewer mobs of Heroic stature.

    I am not advocating a replacement of existing settings, just something new that would require teams to create strategies in order to overcome, not just Moar AoE, and Moar zerg-rush. Lets see more "pulling" and target calling. More tactics.

    But as a "super-hero based RPG", there must continue to be ways for the "solo" hero to thrive. If the game doesnt preserve "Soloability" then it strays from the genre too much.
  22. Biospark

    Why A Blaster?

    Quote:
    Originally Posted by Another_Fan View Post
    Between Incarnates and inherent fitness, I think just about everything except maybe defenders has become the next farm ATs and I am not all that sure about defenders being left out anymore.
    We shall see. If you consider my main (Empathy/Electric) as one of the worst farm-capable choices for defenders, Incarnate means that my difficulties should go up. Currently, I can run +3/x1, +0/x3, or-1/x4 without too much difficulty. Against non-mezzing villain types I can run +1/x4. The only thing standing in the way of +0/x8 is a little more defense (currently at 20%S/L and 23%E/N) and some way to improve my susceptibility to Mezz effects.
  23. Quote:
    Originally Posted by Arcanaville View Post
    ::::wall of text::::

    Thinking that the 30 second number is "more important" than the 180 second number misses the point. Both numbers are important *always*. The first one tells you *what* you can kill. The second one tells you *how often* you can kill. The combination of the two represents a qualitative measure of the strength and sustainability of a character. Which one is more important, and to what degree, is somewhat situational. But usually, the shorter window number (30s in this case) represents more of a limit than a metric. In other words, you don't really want the character with the best 30s score. What you want is the character with the best 180s score of all the characters that meet a certain minimum 30s score. In other words, switching scales a bit, a 30/90 is better than a 10/50, but a 40/70 might be better than the both of them simply because you would rather sustain 40s and be able to take on the occasional 60 than be forced to sustain only 30s even though you can take on the rare 90. If anything higher than 60 is fine with you, then both 30/90 and 40/70 "qualify" but then 40 beats 30, and the fact that 90 beats 70 is less important to you.

    Personally, I think this is how *most* people look at survivability *except* for tankers and other characters that are played like tankers by their player (like some brutes, masterminds, crazy blasters, etc). For those people, the exact opposite is probably true. They have a qualifying *sustainable* number, such that any lower would be too mind-numbingly slow, but anything above a critical value is fine, and then they want all out maximum burst survivability. So maybe they want at least 25, but anything above that is fine. So 30/150 and 50/90 both qualify, but then they would rather have the 30/150, because even though the 50/90 sustains a far higher level of activity, they really want the 150 and are willing to pay for it.


    :::: more text ::::
    Darn you Arcana !!

    Now you have given me more to consider for my Defender primary comparisons. LOL

    My current work is geared toward a 30 second comparison, which I have always viewed as a limit rather than a sustainable value. But I also have gone ahead and done the same work for 180 seconds as (what I felt initially) being a more sustainable amount of incoming damage. But mostly because there are alot of powers which do not work very well with a 30 second window.

    Now, thanks to you, I can clearly see that the whole time-sustainable damage picture will be a curve with zero seconds being the true absolute limit, but changing across each arbitrary time-frame chosen. I instinctively knew this, but looks like I am gonna need to rework some things and actually create graphs. I work in electronics and we do some testing of circuit boards using oscillascopes, and what we look for in these models are plataeus on the graphical representation of the data. I "suspect" that creating these same types of graphs using models like your 30sec/60sec time-frames, but across every interval from 1 to 180 secs will not have very distinctive "plataeus", so what are your feelings about how to analyse "slope" changes over time (in this context) ?

    Thank goodness for Excel, cause this is fast approaching my math limits, hehe.

    P.S. I take my statement back. It looks like there will definitely be a distinctive slope change (plataeu) when you graph each time-interval as its own point. The following are two representations of a hero on baseline regen 0.42hps shown. The first chart shows Y as DPS (%total health/sec) and X being the time to defeat in 10 sec intervals. As you approach 180 secs, you see that it is getting close to the immortality value for baseline regen, while at the front end it would approach 100% damage/sec for defeat (pretty obvious that if you sustain 100% of your hps before even the first regen tick, you will be defeated).

    http://img43.imageshack.us/img43/5013/rxclp5.png

    http://img829.imageshack.us/img829/3572/rxclp6.png

    The second chart is just a representation of the change in each interval relative to the previous point.
  24. Yep Cyber_Naut,

    I am actually in agreement with you. Was just pointing out your mention that no one had any survivability statistics on the scrapper secondaries.

    Personally, Regen could use some regen debuff protection, since (similar to +def for SR) it relies pretty heavily on regen and reconstruction to survive. All "layered" methods of increasing the survivability of Regen are going to come from pools/IOs and the few extras in the set like tough hide and dull pain.

    I know the other commonly asked for protection is slow protection, and whether that is thematic or not, it would be cool to get both. The problem will be proving that Regen "needs" to be improved, and as Arcana aptly shows, Regen has its limitations, but cannot be considered "under-performing".

    So, that's that I guess
  25. Biospark

    Why A Blaster?

    Quote:
    Originally Posted by Lolblaws View Post
    Which of course I didn't do. My exact words were that IO's are not central to this discussion, which they aren't. Blasters are central to this discussion. Their receptiveness to being IO'd is worthy of some discussion of course, but considering from what I've read this thread has ranged from solo, to teamed, to recharge+damage capped I feel that any special focus on IO's, or more heavily weighting them is probably unwarranted.....
    Ok I will concede this point. Not because I don't believe IOs are irrelevent, but simply because any mathematical comparison between the two ATs would have to be conducted on base power values, and survival mitigation amounts.

    One thing that I have often felt about blasters is that as much as you CAN play them in melee range, they function so much better AT RANGE. What if their tier one power in the secondary was an AoE immobilize, and their version of AIM recharged fast enough to be near-perma with alot of slotting. Lets say bring the recharge down to 30-40 seconds base. I realize this does not address the concerns of some about their toughness in general, but by adding more ability to KEEP critters at range, it's a great way to point Blaster newbs in the right direction.