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Like ehina said, go for typed defense with a wp build. If you have the money, get s/l as close to softcap as you can. The build you posted will be plenty survivable, wp all by itself already is. But getting stuff softcapped, or very close, makes a big difference, and it's easier to do that going for typed defenses rather than positional on a wp.
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You're definitely better off building for typed defense with wp, because wp gives you typed defense to start of with, specifically a decent amount of en/ne and f/c.
It's relatively easy to cap en/ne and f/c, and let your regen and resists deal with s/l damage, and thats a pretty survivable build against most of the game.
The other option is to cap s/l defense and get your e/n and f/c as high as possible. This will get you an even more survivable build, but you need lots of kinetic combats, the build is expensive, and you will have to sacrifice a bit of offense.
The best IO"s to look into regardless for a wp, imo, are numinas, luck of the gamblers, and reactive armors. The kinetic combats are needed if you are going for the s/l def option. -
"WW: All characters will have access to the ancillary power pools for their AT. For ATs without ancillary power pools before I18 the powers are not exactly the same as the existing AT pools, but are very similar. Patron pools require running a patron arc to gain access to them, but once thatÂ’s been done once you always have access to the patron pools, even if you go to hero."
Could a dev clarify this remark? It seems to contradict an answer given during the last Q&A that stated switching sides would allow a villain AT that swithced to hero, to gain access to hero epic pools if that character respec'd.
This seems to imply that epic/ancillary power pools are locked to AT regardless of side, and for those toons created post I18, there are new pools created? Is this correct, and did you guys change the plan since the last Q&A? -
CL, I'd suggest building for energy/negative defense, then fire/cold, and get as much melee lethal as possible after that. Most of your melee/lethal needs will be met by using divine avalanche, and most of the time, your regen and lethal resists will cover that anyway.
I wouldn't worry about smashing too much, as that will be covered in large part by melee defense - theres not a lot of aoe/ranged smashing to deal with, and the little that is, will be covered for the most part by your resists and regen anyway.
Your build is great and will be ridiculously survivable, but it could be made better if you focus more on energy/neg and fire/cold, even if you have to give up some melee, which could be covered by double stacking DA when necessary. -
Yeah, the rage crash is tougher than many people seem to think it is. Like deus, I have a wp that is end sustainable, but outside of that, I'm not sure it's possible if you're using your primaries best attacks. I'm working on a SS/SR atm, only running SR's 3 toggles (and combat jumping) at 90+% end reduction in each, with all attacks at 60+ end reduction (FS at 90+%), and I still have a negative end use/rec, even just using the single target attacks. The problem with that crash is there is no way to mitigate it directly or lower the hit, and 25% every 2 minutes is quite a hit, and it hits all at once.
I love SS for concept, and I love the way it plays, but the rage crash is almost annoying enough to make me not want to play it. Sometimes I think it waits until I jump into a huge spawn to go off... -
Quote:I'd much rather have a claws/shield than an SS/Shield Scrapper
No way, spin is super hard to use, bad guys have to be standing near you and you have to click a button.
But yeah, I remember when sd first came out and saw you couldn't pair it with claws and was left saddened...
I like your idea to put SS on test just to see what it does (I think it was you who suggested it), but they'd probably put it in with the wrong numbers and not notice for a year or two. -
Footstomp by itself is probably the best aoe attack available to brutes, because it's the only effective aoe attack SS gets. So you're not going to get the same effectiveness from one power with other sets, but other sets do have similar, or better, aoe capabilities spread out through several powers.
Now if you are looking for sets with similar aoe abilities overall, then the previous replies pretty much nailed it.
Claws is a great aoe set. As others have noted spin will get you footstomps damage and then some, while your aoe mitigation is handled with shockwave, which adds even more aoe damage as well. On top of that, you have a high damage cone with eviscerate. And most of your aoe ability comes very early with spin, as opposed to SS which has to wait until level 32 before having any real aoe capabilities.
Stone Melee gets great aoe mitigation with fault at lvl 8, and aoe damage with tremor late in the game.
Fire Melee is all about damage and fire sword circle is a beastly aoe damage attack. You also get breath of fire for some added cone action a bit earlier.
Electric Melee has a bunch of aoe. Jacobs ladder is a small cone, thunderstrike is a high damage aoe with some kb, chain induction is a fun power that jumps to several nearby enemies, and lightning rod is an aoe bomb that become more and more powerful with added recharge.
War Mace, Battle Axe and Dual Blades all have a nice variety of cones and aoe attacks spread throughout their respective powersets.
The only sets that are really weak in regard to aoe, imo, are dark melee and energy melee. -
Quote:Hallelujah, lol. Do people who post here even play these sets? I completely agree with you bill, and judging by the many posts who claim SS would be 'overpowered', I can only guess that they've never played other sets like claws, which is an absolute beast in both single target and aoe damage.Scrapper SS Footstomp Burst: 1.42*62.562 = 88.838 base damage
With double stacked rage (200%) and ED capped enhancement (95%) = 350.91
Base recharge 20 seconds
Scrapper Claws Spin Burst: 1.58*62.562 = 98.848 base damage
With double stacked followup (75%) and ED capped enhancement (95%) = 266.89
Base recharge 9.2 seconds
Scrapper Claws Eviscerate Burst: 1.99*62.562 = 124.5 base damage
With double stacked followup (75%) and ED capped enhancement (95%) = 336.15
SS has one aoe that does damage. Claws also has Eviscerate and Shockwave.
SS has the rage crash to deal with. Claws doesn't.
Footstomp has a 15' radius. Spin's is 8'.
I can chain fu, spin, eviscerate in a bit under 6 seconds on average hitting 7 and 3 targets respectively for the aoes. (It's usually higher, but I'll be nice.)
We'll say footstomp hits 9 of 10.
Total damage output without crits if the SS user has footstomp down to 6 seconds? What's that... 233% total recharge in Footstomp? That's doable. 350.91*9 = 3158.19 total damage output.
Claws total aoe output for the same period? 7*266.89 + 3*336.15 = 2876.68
Now let's add crits.
FS: 3158.19*1.075 = 3395.05
Spin+Evis: 1868.23*1.075 + 1008.45*1.15 = 3168.06
A 200 point difference when I'm being very nice about how many I actually hit with spin/evis AND we're completely ignoring the no damage output time of the rage crash for DOUBLE stacked rage. Edit: AND we're completely ignoring shockwave.
For the last farking time, a direct port of super strength would not be overpowered.
It's also amazing to me that so many simply disregard the rage crash as if it was nothing. Ten seconds of impotence every two minutes, gets really annoying on a damage dealing AT, and the 25% end crash every two minutes, that can't be mitigated by slotting and hits all at once, is a major pain in the ***. -
I'm leveling a SR brute atm, and man, I forgot how squishy they are leveling up, lol. But the late game payoff makes it worth it... just 3 more levels until I can start getting some key IO's in...
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Does the chance for recharge check for each enemy effected or just once per power activation?
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Quote:I have better end use vs. end rec than you, and I run into end problems in VERY long fights, like vs. a tough av. I can fight indefinitely, however, by using SOW. You might be able to do the same with conserve power, but you'd have to ask one of the resident math wizards to be sure.One more thing! I'm runnin DA > GD > GC > SD > GC attack chain(is this optimal for what i have?). Will the end recovery be enough to use this chain for prolonged periods? And i have a performance shifter proc lying around so i might end up slotting it into PP if it really needs the extra recovery.
The chain you list is optimal if you want to be capped for melee and do top notch damage, yes. The only better chain is one that has insane recharge and doesn't use DA, which is usually only 'optimal' on an SR. -
Quote:Hmm I haven't seen a build like that before(kinetic combat in kat) I have to try using that combination for my wp/ss tanker to be.
Anyways, one of my worries for my build is the ****** smashing def. I wonder how many range smashin and aoe attacks are there in game. And anyone know if i have decent to hit chance against +4 lvls? or do i have to invest in more +accuracy set bonuses.
Nice build, I have a similar build on my kat/wp.
Have you played this build, and if so, have you had end problems in a long drawn out fight?
Don't worry about smashing defense, there's not much ranged smashing to deal with in this game. Most of it will be covered by melee or mixed with something else you have covered. The rest is usually covered with your massive regen and nice resists.
My acc levels are similar to yours, almost identical actually, and I don't have any problems fighting plus fours. In fact, a kat/wp is great for doing the double rwz challenges. Having said that, more acc never hurts, and if you get hit with acc debuffs, it can sting a bit. -
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Quote:Recluse, oh man with that end drain thing he's got I can't imagine beating him without some crazy string of unbelievable luck.Lord Recluse??? *boggle* I'm also amazed at people soloing Ghost Widow. I gave up after about 50 tries with Sergei (DM/SR). Guess he just doesn't have the build for it.
I haven't even tried cranking up the + on AVs. Does it even work? Somehow I thought we were stuck at +0 in AE and regular missions, but I could easily be wrong. Haven't solo'd AVs since February, and it had been a long time before that as well.
I think Silver Mantis is the toughest I've solo'd. I was able to beat her with Sergei. I suppose Positron is pretty tough. Took him on Sergei as well, or technically the Positron Automaton, but I assume it's the same powers. Malaise can be trouble, but I took him with both Werner (Katana/Regen) and Alexei (Katana/Dark). Infernal is tough, but he's pretty routinely solo'd, and I beat him with all three of my mains, Sergei, Werner and Alexei. All of those were no temps no insps. With Alexei, I sometimes used minions to boost Dark Regeneration, and sometimes left Death Shroud running instead for a faster kill.
If you want to solo ghost widow wern, you gotta soup up a wp toon. My wp is the only av soloer I've been able to beat her with. Thanks to her death hold, I'd say she's the toughest av I've beaten (with a kat/wp).
I soloed one of those stone monsters on monster island with my rad/sonic defender today (and it felt so very wrong, lol), and it makes me hopeful that with the new incarnates thing, that scrappers will have some kind of access to a regen killing ability. -
Quote:This.Feedback:
1. Rise of the Phoenix presupposes that you will die. If you don't die easily it's a wasted power pick. I only take it if the build is loose and there aren't better choices available. In your build, there are plenty of better choices. For rez powers, it's one of the best out there, but then again, it's a rez power, and I tend to be a lot more optimistic.
2. Best bang for your buck is to either add a little 20%+ of melee or smash/lethal defense to your build. This can be done cheaply. 4 sets of Smashing Haymaker provides 1.88% smash/lethal defense and a cheap alternative to Kinetic Combat. Reactive Armor (4 slots), Rectifield Recticle (2 slots!) also give bonuses for this. 20% defense stacked with parry will make you immimently more survivable without much alteration in your build. And it can be done cheaply.
3. Ranged defense or defense to fire/cold/energy/neg energy are nice to haves but they will cost you. You can probably get around 20% or more of this by slotting sets, but don't go overboard if you're limited on budget, focus on either melee or smash/lethal. Remember, you still have your heal, which recharges fast.
4. Make sure healing flames has the fastest recharge possible. 6 slotting with Numina is expensive and does not have the best native recharge for the power. I realize you're going for the range defense bonus, but only use this slotting if you can get plenty of other ranged defense bonuses. Otherwise, it's needlessly expensive and suboptimal to boot.
5. I suggested slotting with Eradication in the posted build for the ranged/energy/neg energy defenses. You can subsitute with cheaper alternatives. Consider going with multi-strike. Obliteration is the best choice in a couple of your powers but it's expensive and you can have a good build without it.
Finally, if you enjoy your character, a little investment in it to make it far sturdier is well worth it.
And in terms of the OP's feelings on a 'money sink', keep in mind that a lot of the scrappers you feel you are being outperformed by probably sank a lot of cash into their combo too. Many of the people you see posting in here are running around with multi-billion infl builds. Bottom line is, if you want top end performance, you have to sink some money into what you're doing. If you're not willing to do that, then understand you will get outperformed by those who do, and even moreso when you note the fact that you yourself have said your scrapper experience is limited.
In terms of this combo, focus on it's strengths. Add some melee/lethal def to stack with parry so you're softcapped with one parry, or close. That will add bigtime survivability. Get as much recharge in as possible so healing flames is up as much as it can be. Then I'd focus on building up some ranged or energy defense. I like the idea of going into the fire epic for some added aoe with fireball, and it fits your build/concept.
Great bio btw, lol. -
His point that they're taking too long to do, well, anything, has merit. Can we expect GR by Christmas at this point, lol? I think the recent authority shuffle over at paragon was due to missing deadline after deadline.
The EM nerf was a joke. If they wanted to nerf ET, they should have reworked the whole set first, because now you have a set that does similar single target dmg as other top sets (and delivers it in a manner where even there it underperforms vs many competing sets due to ridiculously slow animations), while being absolutely destroyed in the more valuable aoe department. Instead, they overnerfed it and left us with a busted powerset that many players used to enjoy, despite it's limitations, thanks to it's one, glorious power, that is now a shadow of it's old self.
I can't speak to energy aura too much because I've never used the set. Of course I've never used the set because it doesn't look very good, even after the miniscule buff it received, lol.
I also agree tankers could use a bit of a buff, especially with GR on the horizon where brutes and mm's will compete for a similar role on teams. I don't think they need improved survivability so much, but maybe something to make them the unquestioned aggro management at. Maybe something as simple as upping their aggro cap. I don't agree with the OP's feelings on domination, or with his claim that scrappers are as durable as similarly built tanks, because that simply is untrue.
I'd love to see fiery aura get some buffs, but I don't think the set is as broken as some claim. I'd lower the recharge on consume, and turn burn into some sort of aoe blast with dot, or make the patch much larger, which might necessitate lowering the damage a bit. -
Quote:I was clearly saying SS for scrappers came in tenth on the chart I was pointing at, I'm sorry if you're still struggling to understand that. If I photoshoped the chart with an arrow pointing at scrapper SS with the number 10 next to it, would that help?Your line is, and I quote, " yet it comes in TENTH for scrappers". Am I supposed to read what you intended rather than what you wrote? You specifically said that "it" came in tenth. Not "SS for Scrappers". You may want to try avoiding the use of pronouns in indeterminate ways..
Quote:Because we're discussing whether Brute SS would be overpowered? SS is balanced within the context of the Brute AT because Fury dilutes the effects of Rage. That's one of the big reasons why I don't complain about SS for Brutes, specifically (though I have no complaints about complaining about Brutes in general)..
Quote:Honestly, yes. Claws doesn't do everything in exactly the same way that SS does. Claws can do respectable ST damage (I wouldn't say "good" especially if you look at the top tier performance), respectable to good AoE performance (Shockwave is impressive, Eviscerate can perform well, and Spin is excellent, though they all have counterpoint that inhibit their use), and though it's a bit light on soft control when you look at it (Focus has knockdown and Shockwave has knockback... and that's it)..
Compare this to Super Strength: moderate to excellent ST performance (especially when you give it to Scrappers rather than Brutes), excellent AoE performance (footstomp anyone?), and excellent hard and soft control (every power either stuns, holds, or knocks).
The comparison between the two isn't exactly strong..
Having said that, just to be clear, you saying 'honestly, yes' means you want to nerf claws too? How about stone melee? Are we going to balance all of the fun sets down to ice melee, is that the plan?
Quote:Before you attempt to call me out on my information, make sure you get yours right. -
Quote:I don't know and I don't care if a direct port of Scrapper Super Strength would be overpowered. I'll worry when they actually port it. But this particular comment really jumped out at me.
The list you posted shows it fourth for Scrappers, not tenth. The rest are Brutes. One of the Scrapper sets beating it hasn't been ported yet, and another is Fire, which has a secondary effect of more damage, so in a sense should be the "overpowered" damage set. Only Claws actually seems interesting to me. And not to take anything away from Bill Z Bubba's analysis, but you're basically looking at a single data point, a single attack chain, a single way of slotting every power. That's only barely more informative than "I played it to 50, and I didn't feel like it did very good damage" or "Werner did a top end tank DPS comparison and Super Strength got the highest DPS of the four sets he picked to look at." None of these data points are particularly relevant in isolation. None of them say much about overall balance. Look, you might be completely correct. You were right about Katana. I was wrong. But looking at a single data point, even if it is correct and supports your argument, does NOT equal "there can be no argument". There can absolutely be argument. You may have noticed people arguing. You may have noticed valid points on both sides. Or maybe you haven't.
True, I didn't mean to imply that I was completely dismissing the entire opposing argument. What I meant was, in terms of that chart (assuming the info was correct), and in terms of just single target damage (something I noted several times, since there is no info on overall aoe ability, and overall aoe ability is something much harder to calculate and display using statistics), I find it hard to argue that a direct port of scrapper SS is overpowered when brute MARTIAL ARTS would outdamage it. -
Quote:Agreed.Okay...why is the fact that Rage works on all powers that big of a deal?
Last I knew, Soul Drain, Build Up, Follow Up, and Blinding Feint ALL worked on any power used while their buffs were up.
Now with Follow Up and Blinding Feint, I guess one would argue, you wouldn't want to add in the redraw, as that would lower your DPS (curious though, is Gloom a great attack for a Claws Brute to take?), but Build Up and Soul Drain are less likely to worry about redraw (as long as Build Up is being used by a non weapon based set/spines).
Second, while I love Billz chart, because it gives an idea of what the sets are capable of, his test was more about Brute/Scrapper disparity than anything else.
Scrap Energy 151 3.3
Scrap Claws 149.6 2.9
Scrap Fiery 149.3 3.1
Scrap Strength 142.1 2.9
Scrap Dark 141.6 3.1
Scrap Martial Arts 141.5 3.6
Scrap Warmace 141 3.7
Scrap Dual Blades 136.3 3.5
Scrap Stone 131.8 3.5
Scrap Katana 128.6 3.2
Scrap Battleaxe 123.3 3.2
Scrap Broadsword 121.7 3.1
Scrap Electric 103.6 2.9
Scrap Spines 80.1 1.6
*Brute Strength 127.3 2.9
I look at that list and my thought is...hmmm...Super Strength came in 4th place, but really it's SO CLOSE to Dark, Martial Arts, and Warmace...that the fact it's not NEARLY as overpowered as anyone thinks it will be. That's less than 1 DPS difference between Martial Arts and Super Strength. MARTIAL ARTS! The set everyone usually thinks needs a bit more tweak.
So you go into the other factors of...AOE. What does this make me see...BUFF DRAGON TAILS AOE! Give it the same numbers as Foot Stomp for END/RCH/DMG and increase it's Radius to at least 10ft if not 15ft like Foot Stomp. I'm thinking 10ft, and just say Footstomp gets the extra 5ft for it being a Tier 9 AOE.
If it's ported, will it become a popular Scrapper Primary? Well...OF COURSE! It's not going to be popular because it's OP. If it's ported over unchanged, with Scrapper Mods, it's going to be popular because SCRAPPERS WILL BE BETTER WITH SUPER STRENGTH THAN ANY OTHER AT.
That's no different than now with Elec/Shield being considered better on Scrappers than Brutes.
I also don't think that list took into consideration, Rage's NO DMG period. With no damage going on, wouldn't that lower the DPS a bit? Billz would have to answer if he did that or not, as I just don't know.
Biilz also didn't include a Scrapper Super Strength version on first list, so no idea how it ends up there with high recharge, but then, that first list also used Gloom in the chain, which Scrappers don't have access to.
And I still can't help but agree with Billz. If it's not OPed on the other ATs, it shouldn't be OPed for Scrappers.
It'll be a top performer for Scrappers, but it won't be THE TOP PERFORMER for Scrappers. It may turn into the TOP ALL AROUND SET for scrappers, but some set has to take that spot.
And I agree with bill's assertion that if the powers that be decide SS can't be ported to scrappers without massive revision, and that it's 'broken' with scrappers, then I don't see how one could claim it's not broken for other at's as well. Then again, the powers that be think its ok for one at to have the ability to do better damage and have superior surivability over another similar at.
Having said that, wasn't fire melee tweaked a bit when it was ported? I know claws got changed when it was ported to brutes. So if it gets a few tweaks to make it work better with a different at, that's not necessarily a big deal. -
Quote:Agreed. The rage crash is a bigger pain in the *** in terms of game play then just looking at the numbers. And it's 'massive' aoe output is overstated, especially when you look at other sets that have similar capabilities (or better) that are simply spread out over several powers, the majority of which are available to the player much earlier than FS is available.I found the constant rage crashing to be far more a nuisance than to be worth it.
I find the statements of its massive aoe output to be overstated.
Is FS a great power? Absolutely, but again, it's the only real aoe SS has, it comes late in the game, and competing sets have competitive or better aoe abilities, and they get them earlier. -
Quote:I was saying 'SS for scrappers' comes in tenth place on the chart I was discussing, obviously. I'm surprised I have to explain that to someone as brilliant as you think yourself to be, lol.The difference between using the same evidence as me and using the same evidence as me intelligently is rather large. You bring up Billz' numbers and then simply state wrong information that can readily be negated by the information your attempting to quote. In your previous post, you stated that "(Super Strength) comes in TENTH for scrapper" when, in the very list you posted, it comes in fourth (Energy, Claws, Fire, then Strenght). You're not doing yourself any favors by saying things that are simply blatantly wrong.
Quote:Even worse, you're not even capable of realizing that there is a difference from trusting a set of given numbers and providing criticism for a set of given numbers (and the specific ways in which they're flawed) and then using the fact that the only numbers that aren't artificially inflated are already better than average for performance.
What's probably the saddest thing, however, is that you're utterly incapable of understanding what balance could even possibly be. If something significantly outperforms the average in absolutely every single category (ST, AoE, end efficiency, secondary effects), you are not stumbling upon a question of whether the set is "good". You are stumbling upon the answer as to whether the set is "balanced". If it's outperforming the average in all categories (and, irregardless of what you think, it is known that it does), it is not balanced. You can have "good" and still be balanced, but, since it's too good (which, admittedly, is a qualitative rather than quantitative assessment because the devs have never set a definitive line as to what "too good" is) it's simply not.
And if we use your definition of overpowered, again I ask, what is your opinion of claws, since it is a set that has above average performance in every category you mentioned? I'm thinking there are several sets that are above average in each category for the at's said powersets are available for, that doesn't guarantee said powerset is overpowered or imbalanced. A math wizard like yourself should understand the fact two things can be balanced in 3 categories, even if one is above the baseline in all 3 categories and one is below in 2 and above in one.
Quote:I dare you to ask Castle (or anyone else that actually understands what the concept of balance entails) whether he thinks that SS is a well balanced set. I am willing to bet more than most that he would agree with me rather than you.
Quote:Now, if you really want to get into the realm of "omg Umbral thinks so much of himself! he's a stuck up jack-*** that thinks everyone else is an idiot", I can play ball in this area. I am smarter than you. It's readily apparent. The fact that my arguments are both more cogent and supported than yours and that I've mastered subtleties of the arguments that you're apparently incapable of even getting the basic gist of further gives evidence to my claims. Even more, the fact that I've gotten specific changes through based exclusively on my suggestions further lends credence to it.
Quote:I readily admit that I'm a jack-***, but that does nothing to curtail the fact that I'm intelligent. Humility has nothing to do with intelligence and, honestly, I don't see a point in wasting energy explaining to you, yet again, why you're wrong, what you don't understand, and why you should really just shut up and let the big boys talk. I'll explain it once, but, if you're not able to grasp it after the first time (much less the first ten times, as I know we've had this argument numerous times) there's not much point in having a conversation where I talk to you on an even level when it's apparent you're not.
Quote:Life is not fair. All are not equal. You are not special, no matter how many times your mother told you. Statistics indicates that there is a very substantial likelihood that I'm smarter than you. Empirical evidence has demonstrated it to be true. Get over it. -
If I'm on, shoot me a tell - I could help out with a kat/wp scrapper or ss/wp brute.
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Grats to the winners - great designs guys!
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Quote:I'm certainly not taking bills charts as gospel, but they do give an idea how the sets compare to eachother, and I've noted that it is in regard to single target damage.Well, you also seem to be a person willing only to look at a single data set and, even then, only assume that single target damage is the only valid comparison. I can assure you that I've looked at Billz' charts. In fact, I was one of the people that helped in creating a few of the attack strings for them. They are not, nor were they ever intended to be, a definitive listing of effectiveness of the various sets. The intent of them was more to outline any disparity between Brute and Scrapper performance than to try to outline any specific outlier sets within the ATs.
Quote:One of SS's greatest strengths is not, in fact, single target damage. It's the fact that it performs incredibly well in both ST and AoE damage. Footstomp, even by itself, is an incredible power. Augmented by rage, it provides obscene performance. ST damage cannot be taken as the only mechanism by which a set is measured. Honestly, AoE damage is arguably the more important measure of performance considering the way PvE ends up operating.
I also agree that aoe damage is more valuable in the pve game than single target capabilities, by far. But I don't agree with the argument that SS is vastly outperforming competing sets in terms of aoe capabilities, especially when it only has on credible aoe power that comes late in the game. Some players see how powerful FS is and forget that other sets can do similar aoe dmg/mitigation, but it's spread out through several powers, and in almost all cases, available much, much earlier and throughout the sets leveling.
Quote:Except that it does prove that Rage is more powerful specifically because you can take outside powers. As Dersk has already pointed out, you seem to be rather incapable of actually interpreting the data from Billz' analysis (it's not a study, as a study would require the collection of data rather than the use of existing data).
And study vs analysis, lol? Semantics anyone? C'mon professor, were talking about super strength powers on a gaming board...
Quote:I never said anything about skimping on damage enhancement. I said that the power provides what amounts to free damage enhancement. Unlike accuracy and tohit, more damage is always welcome so there is no reason to reduce your slotting because of additional capabilities provided by a buff power. Anyone that reduces their +dam slotting because they got some +dam that didn't bring them over the cap is not a particularly intelligent individual.
I was responding to this:
"Let me get into this even further. Not only are you getting to save a slot on accuracy but you are also getting to "save" on damage slotting. Because Rage provides that massive amount of damage and it's pretty much perma with baseline slotting, you're getting 75% +dam (factoring in the downtime) in every power as well. That's 2.5 damage enhancements."
In terms of the '75% plus damage in every power", that's needed for SS to be competitive with other sets, so to imply that this is an advantage is deceptive at best. Because without that 75% damage buff, SS is getting wrecked by the competition damage-wise.
Quote:The problem with this is twofold: if Rage is designed to allow SS to bridge the disparity and allow it to compete with other sets, it shouldn't be allowed to augment outside powers to the same extent that it can because then it's providing an untoward benefit. As I have repeatedly stated, when you begin bringing in outside powers, the entire "balance" of the set goes out the window because you're providing the higher level of damage to every power in the set. I would be as if taking Fire Melee gave every single power you took, including pools and APPs, a bonus DoT.
*Note: in terms of single target damage ONLY! Umbral ANALYSIS coming soon!
Quote:I'm not even going to touch on your inability to actually read and comprehend Billz's charts. I don't even think you understood what I was referring to when I discussed additional endurance efficiency because it wasn't a question of spending less to get greater efficiency but rather getting more for the same price (as dam/rech/end is standardized). Once again, as Dresk pointed out, Billz's charts rather obviously demonstrate that increased efficiency rather well.
Quote:That depends on how you build for them. The Hasten crash isn't anything to write home about and, if you play intelligently, it's no harder to make sure you spend within your limits than it is for any other set. Of course, this isn't even getting into how IOs can quickly marginalize endurance costs, if you want to get into the argument as to whether SS is too good at the top end.
Quote:That's because, and I'm not sure you understand this, that SS increases efficiency by increasing performance for the same cost rather than outright reducing cost. SS is going to give you better performance per point of endurance consumed than almost any build out there (and Billz' numbers support this). There is a difference between increasing efficiency by increasing damage and increasing efficiency by decreasing cost.
Quote:Of course, I'm not even sure how SS could be all that problematic to design to be endurance sustainable. Rage double stacked provides lower endurance costs than FA and that's at the extreme top end of performance. Of course, I've never had a problem designing for endurance sustainability. I know how to deal with it. I could probably fix any of those builds you want to make them sustainable without much effort or loss of performance. With IOs, it's simply a foregone conclusion.
Quote:Once again, not a study, but analyses. There is a very substantial difference.
Quote:And I've never put much weight into Starsman's numbers. He calculates attack string averages algorithmically, which has never generated anything even approaching realistic performance assumptions except when attack competition is largely irrelevant (i.e. attacks would progress in a priority chain rather than in a cohesive attack string). Another is that he automatically assumes that attacks are fully saturated and require no additional work to be so. Because of this, he places Dark Melee as an above average AoE set (I'm incredibly good with DM and even I wouldn't venture that it's even close to a set with real AoEs).
Quote:The only times these assumptions are actually valid are when you have areas with make target acquisition arbitrarily simple and a very simple attack choice progression, both of which Super Strength has. If those assumptions aren't met, the actual numbers drop as you lose a great deal of efficiency (attacks begin interfering with other attacks and you hit fewer than the max number of targets). Comically enough, Starsman's numbers (even discounting the fact that SS is the only set that would realistically perform under those assumptions) would actually support my claims rather than the other way around because he places SS as routinely above average damage in both AoE and ST and below average endurance consumption as well.
Quote:I would urge you to honestly learn what you're looking at rather than simply blithely spouting it. I've actually critically analyzed both of their analyses and determined what conclusions can actually be drawn from them. I've looked into this a lot more than you. Bringing up two of the more famous examples of numerical analyses, both of which I am remarkably familiar with, isn't going to surprise me, especially when I've already factored those depictions into my conclusions.
Quote:Just try actually looking at Billz's analysis rather than just talking about it. You're outright wrong. Brute SS came in 4th, behind saturated Dark Melee, Fire Melee, and Stone Melee. Saturated Dark Melee isn't even a reliable measure of performance for the set, Fire Melee is designed to be the damage king because it lacks secondary effect (and its contributions for Brutes are actually inflated compared to Scrap numbers because the DoT benefits from Fury while it doesn't benefit Critical), and Stone Melee is up top simply because it has obscene damage output thanks to high EPS use. This completely ignores the fact that Scrappers would be able to put SS to use even better because Scrappers get better relative gains out of +dam.
Quote:Well, it's obvious that you don't know how to interpret Billz's study or Starsman's numbers, and, even though I automatically doubt anecdotal evidence when it isn't supported (and the sheer prolific nature of SS toons in optimized damage and farming situations would disagree with you here), I doubt yours even more since you've demonstrated a distinct lack of critical thinking capabilities, much less the ability to actually read what directly in front of you.
But to respond, I've used the same evidence that you've used to support your arguments, everything else, from both of us, has been anecdotal. And I've read what you've posted and simply disagree with it, and explained why. It is ironic that you confuse an opposing argument as a lack of critical thinking though. -
Quote:Heres the full list from the study in question:Are we looking at the same "study"?
What scrapper numbers would be, from take 2
Name | DPS | EPS |
Scrap Energy 151 3.3
Scrap Claws 149.6 2.9
Scrap Fiery 149.3 3.1
Scrap Strength 142.1 2.9
Scrap Dark 141.6 3.1
Scrap Martial Arts 141.5 3.6
Scrap Warmace 141 3.7
Scrap Dual Blades 136.3 3.5
Scrap Stone 131.8 3.5
Scrap Katana 128.6 3.2
Scrap Battleaxe 123.3 3.2
Scrap Broadsword 121.7 3.1
Scrap Electric 103.6 2.9
Scrap Spines 80.1 1.6
When limited to basic IOs, the only set that uses less endurance that what superstrength does is spines, which is only low because of the absolutely horrible activation times. The only currently existing sets that are better for dps are fiery melee and claws. Several, like martial arts and dual blades, use more endurance for less dps.
As had been mentioned in Bill's threads, the brutes' ranking of superstrength is not as high as it would be for scrappers for various reasons. And, if you look at the differences between take 1 and take 2, brutes superstrength is much more competitive with more aggressive IO slotting, which would put superstrength even farther ahead for scrappers.
Brute Fiery 172.6 3.1
Brute Energy 157.5 3.3
Scrap Energy 151 3.3
Scrap Claws 149.6 2.9
Brute Claws 149.5 2.9
Scrap Fiery 149.3 3.1
Brute Warmace 148 3.7
Brute Dark 143.7 3.1
Brute Martial Arts 143.7 3.6
Scrap Strength 142.1 2.9
Scrap Dark 141.6 3.1
Scrap Martial Arts 141.5 3.6
Scrap Warmace 141 3.7
Brute Stone 137.5 3.5
Scrap Dual Blades 136.3 3.5
Brute Dual Blades 134.8 3.5
Scrap Stone 131.8 3.5
Brute Katana 131.2 3.2
Brute Battleaxe 129.3 3.2
Scrap Katana 128.6 3.2
Brute Strength 127.3 2.9
Brute Broadsword 124.9 3.1
Scrap Battleaxe 123.3 3.2
Scrap Broadsword 121.7 3.1
Brute Electric 106.6 2.9
Scrap Electric 103.6 2.9
Brute Spines 93.4 1.6
Scrap Spines 80.1 1.6
First of all, this study looks at SS ported to scrappers completely unaltered, yet it comes in TENTH for scrappers. If the this info is correct, there can be no argument that SS directly ported to scrappers is overpowered in terms of single target damage, unless you also believe the nine powerset/at combos ahead of it are also 'overpowered'.
My mediocre to poor comments stems from the only existing powerset/at combo, the brute ss, which places 21/28. This is actually one of the few powersets that allows scrappers to retain their damage edge. But if you're talking about SS on the whole, if you average their performance in this study, you end up with mediocre, hence my description of mediocre (SS overall) to poor (brute SS).
In terms of endurance usage, SS isn't blowing anything away even when you look at nothing but the statistics. But imo, these statistics do not take into account how the rage crash causes serious endurance issues, which puts SS at a disadvantage endurance wise vs pretty much every competing set.
And when you mention the other study, SS does better not because of slotting, but because it's able to use gloom, which is a great single target attack. Pretty much all the brute primaries improve because of that in said study.
Quote:Your definition of poor is curious. The brute sets that beat SS were fiery melee, stone melee, and fully soul-drain saturated dark melee, and they only beat SS at very small margins. The relatively poor performance of superstrength with basic IO slotting for brutes should clearly show you how easy it is to improve the performance of superstrength by taking outside powers and adding a lot of recharge. You're drawing the opposite conclusions you should from the very threads you reference.
Edit: to be more clear, there is one (existing) brute set with less single-target DPS than superstrength in the basic IO slotting calculation. When gloom and heavy recharge are included, there are six sets with less single-target DPS than superstrength... for brutes, who gain less from rage than scrappers would.
Mediocre to poor...
In bills study, just for the SS set, brute ss finishes 21 of 28. Only brute BS, elec and spines would finish behind it. And at 127dps, it's not even close to the top contenders. That's poor.
In bills other study where SS can grab gloom and more recharge, it places 4th among brute primaries, which is nice, but only 5 brute primaries finished behind it, with two of them in the same neighborhood in terms of dps (112, 207, 203). Regardless, 4 of 9 is pretty middle of the road... or, mediocre.
You can disagree with my descriptions if you want, but I don't see the argument for 'overpowered' in any of those numbers. And yes, I understand in terms of this specific argument using these studies, we are talking strictly about sustained single target damage only.