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Goat: I said "median Blaster" not "average Blaster" for just that reason. I'm sorry, AR/Dev; I'm sorry.
Arcanaville:
I have a counterargument, but not enough math to support it. My gut feeling [flinch] is that burstiness is disproportionately valuable[1]. If a perfectly even stream of damage buff was just as valuable as a short, intense burst, every Blaster should value Assault higher than BU and Aim combined. [2]
Maybe burstiness is only of significant value to Blasters. [3] Maybe Blasters make suboptimal use of their bonus damage because they need it to make up for the lack of defense. Maybe the perceived benefits [4] are not enough to overcome the advantage of one or two REALLY good powers like AAO.
[1] Every casino loves a gambler who goes on gut instinct, don't they?
[2] "should" and "does" are dramatically different things, of course.
[3] It is interesting to watch Scrappers react to "really dangerous" enemies- I'm thinking Sappers in the good old days- because all of a sudden quick mezzes, burst damage, etc. is VERY important. It's like Blasters are, every minute of every fight.
[4] Burst bonus can be applied moving between spawns, it can augment an alpha or otherwise be strategically applied to the best attacks, and its advantages are magnified by the downtime between fights. AAO has essentially all of these advantages, of course. -
Quote:Very high defense, as used by [some] blasters now, occurs to me.
Are there any other ways to reduce the threat of mez besides those three? -
I'm with Yogi Bare on this one. The median Scrapper has one 100% Build Up; the median Blaster has one 100% Build Up and one 65% [from memory] Aim.
The Scrapper outliers may be much stronger and/or more common than I realize. -
Yogi :
Blaster melee damage multiplier is 1.0 . Blaster range multiplier and scrapper "melee" multiplier (as Arcanaville points out, which is used for all their range attacks) is 1.125 . Not "twice". While Blaster melee attacks may tend to be harder-hitting, that's a higher damage scale on the individual attack. (damage scale * damage multiplier * a level-based number = total damage.)
Crit damage is between 5% and 10% of the total (I used 8% but it's not like 7% or even 6% is going to change the numbers that much.) Pick a number in the middle and it's going to be plenty close for our purposes.
For AoEs, you can't say an AOE is an AOE is an AOE. Fire Breath is something like 60% more damage than, say, Energy Torrent. Scrappers have a LOT of high damage PBAOE's and cones. I'm also not sure how you're coming up with the high number of "AOEs" per secondary; the only ones I get any leverage out of, and this may be my playstyle, are Fire Sword Circle and Psychic Scream and Psychic Shockwave.
EDIT: Do Scrappers have a really terrible ranged scale [that they never use]? I failed to keep that piece of data in my mind. -
Starsman, I had a similar idea I tossed in here somewhere, except you could fire it off whenever you want, not just when the bar is full. Shorter mez protection, shorter and less damage, but you don't have to wait. You can do it when you NEED to do it.
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Quote:I'd say "Yes, yes, yes, yes, maybe, no, no, on top of absolutely, yes."Under current conditions, maybe.
If I said Scrappers have a higher melee damage modifier than Blasters, cheat and use it for their primary and secondary ranged attacks where its equal to the Blaster ranged modifier, and have even higher average base damage due to crits, have the same damage strength cap, have a higher number of AoEs on average, have stronger self damage buffing powers on average, *and* have higher DPA on average by design** on top of having vastly superior damage mitigation on average, would you say its more likely they might encroach on Blaster offense?
That is: Despite Scrappers having slightly higher damage per DS, I think Blasters with a reasonable melee set, at melee range, will outdamage Scrappers in single target. Scrappers turn out to have more AOE (and all the new sets look dramatically better than all the old sets, especially in AOE; how did that happen? ) but Blasters can apply that AOE to more targets more easily. And all Scrappers get is six-plus times the survivability.
I did a quick look at a most/many blaster* vs a BS/most in City of Data, in single target damage, and the blaster looked like about 10-20% more DPS over the first few seconds of the fight because it has fast, heavy hitters in both the primary and the secondary.
I'm a little surprised by the claim that Scrappers have stronger self damage buffs: care to elaborate?
* typical tier-3 having primary, /elec or /en or /ice secondary. -
I'm not married to any particular Absorb mechanic- I'm hoping someone comes up with a better one than I did.
My goal with Absorb was to make Blasters 2-3 times tougher than they are, without opening them up to "I stacked this with four random powers and now I never die" mechanicking. Maybe I'm too conservative in my goals, but I'm happy with Blasters being the least tough of all the AT's, and doing the most damage. How, you may ask, does that differ? I'm not happy with blasters being "The least tough" by a factor of 3-5 and doing "the most damage" by a factor of 1.2 or thereabouts.
It's very hard to manage a game where a so-so Scrapper can live 30 seconds and a so-so Blaster can live 5. That's an awful wide spread.
My changes to Devices would involve Targeting Drone be +tohit AND + damage, for one thing. Maybe Fortitude-level or a little less. And replacing Time Bomb with anything else. And maybe some sort of arcane Smoke Grenade "only stacks twice" trick. If (Blinded) and not (Blinded2), apply (Blinded2), something like that. Then you'd have something that gave up quick kills for a legitimate longer lifetime.
It would probably be a lot of coding to build something into Time Bomb that put a new button on the character's bar in the same spot, labelled "Detonate early". -
Didn't see a thread like this, so I'm starting one. I didn't look very hard.
I don' t know how many openings I'm going to have but the plan is, 12 N Eastern/9 AM Pacific on Saturday, to run Sister Psyche twice in a row on Exalted.
Anyone else planning anything cool?
@Boltcutter -
Parry's a pretty huge difference.
"Broadsword doesn't have anything going for it except the ability to CAP MELEE AND LETHAL DEFENSE ALMOST BY ITSELF" didn't sound as good, I'm guessing. -
I barely scratch high end builds, even now I'm rich and they're cheap, and _I_ soloed an AV. On a stalker. At level 41.
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Quote:If I said that a Scrapper can do, plucking an undefended number from the air, 80% of the damage of a Blaster, would that encroach?
Now, am I missing something about their comparable base damages, damage caps or something else that supports the stance that all the other ATs are seriously encroaching on Blaster damage (outside of Brutes)? Please explain.
Given that the Blaster is 1/6 as survivable or less*?
* Well, unless you have that one Defender around that is always available for team, pays close attention to the Blasters, and never screws up. I think I met her once. -
I realized that I've been concentrating on the "Enough Damage" side of the equation. It's easier for me to calculate and prove. Blaster survivability also needs a kick upwards.
Something that occurred to me: Blasters have bigger dead-while-mezzed and time-spent mezzed numbers. There is another possible explanation than "mez causes death" (it certainly helps...) Mez increases in the higher levels, where huge brutal damage hits also increase. As per my one-data-point experiment,a +1 Freak Tank does 60% of a blaster's HP in a single melee attack. (And the other 40% in a knockdown grenade and sawblade.) I seem to remember that Rikti swords, for one, cause a similar level of distress.
So it is possible that the Blaster dies while mezzed because the mez lands a few milliseconds before the 3000 HP of return fire does.
I think the new "Absorb" mechanic might be a possible durability solution for Blasters; BU or Aim each come with 50% of base Blaster HP of Absorb? It may or may not be a perfect solution, but it requires no new code and it's really easy to implement. AR and Dev would require ... some other solution. Poor AR and Dev. -
Arcanaville: Extra damage may not increase survivability per unit time. There are exceptions where you get to the next "step" (e.g. one-shotting minions, or two-shotting with AOEs where you start the second before the first lands.) But if we take your example as valid, I agree: it does not increase survivability per unit of time.
But, again using your example, it doubles the survivability PER UNIT OF XP. You spend less time in debt, you do more progressing between deaths, and I imagine you experience less frustration. -
Something that may/may not help scrape out a few extra percentage points: you can use Enhancement Boosters to turn an even-con IO into a +1, up to +5; I don't know what a L55 generic Defense IO gets you but it might change the math enough.
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Quote:Really. How many Brute powersets can, in the normal course of events[1], 2-shot groups of 5 minions every ten seconds?
Time-to-Kill for minions (and even LTs) is already so low that I just don't see increasing blaster damage as making a huge difference.
How many Blasters? [2]
I know of at least one Brute power that can in the normal course of events 1-shot a minion, regardless of secondary. How many Blasters can do that with any power? [3]
[1] By which I mean "every time the power is up and the character is playing normally." That's typically about every 10 seconds and can be as low as 6 or 7. "Every time both Aim and Build Up are up" is not the normal course of events. You _might_ be able to make a case that "every time either Aim or Build Up is up" because, typically, that's about every 20 seconds.
[2] Trick question, sort of, because Blasters can do groups of 10 or none at all. The correct answer is probably "Fire/* Blasters, some */Mental blasters, and */*/Elec some of the time." But I failed to fry a group of even-con Nemesis minions with Fire/En at level 50. And that character had about 15% damage in set bonuses.
[3] None. -
Quote:An idea that Synapse may not *do* but that I think would he should: The Demolition button.
The only question is what should they get, and what are they likely to get.
On your mark. Get set. Speculate! It amuses Synapse.
My wife and I just worked this out in our own little "what's wrong with Blasters" discussion. [She's had a fire/fire blaster since July 2004.] The idea is that, much like Dominators have the big shiny button, Blasters should get one too. If the Demolition bar is all the way full when they press it, Blasters get (details can be changed) 30 seconds of limited mez protection (mag 3 or 4 maybe) and 30 seconds of +50% damage. If it's half full, they get 15 seconds of the same mez proection and +25% damage. It takes maybe 120 seconds of full on shooting to fill the button.
So you can have mez protection, low mag, a quarter of the time, and extra damage as well, a quarter of the time. But YOU get to choose which quarter of the time. I wouldn't add Break Free capability- this way it's a tactical decision and not a get out of mez card- but it's not like the game would go to hell if they DID add Break Free capacity.
Maybe it would have some resistance or absorb or something in there as well, so it's a MoG style alpha eater. Darwin knows we wouldn't exactly be overpowered with 25% more survivability, 25% of the time. -
When you're building a melee character, you live and die by the build.
When you're building a Blaster, you live and die by the playstyle.
Whatever you play, my suggestion, when you get to your mid-20s or similar, is to do some lab experiments in a hazard zone. Like any experiment, safety equipment is crucial.
1. Get a bunch of medium Lucks (or small ones if you have to.)
2. Go to Hazard Zone.
3. Find a group you think you could take on, if it wasn't for the death problem. (with Fire Blasters, that's generally like "eight even-con minions and a couple lieutenants".)
4. Put on your safety equipment (four small Lucks, two mediums, or two small and a medium.)
5. Choose what seems like the right amount of Build Up and Aim, set up your AOE's, and fire them off.
6. Eliminate the survivors, figuring out what worked and what didn't.
7. Repeat steps 3-6 with different level enemies, different buffs, until you're comfortable with your damage output and how to apply it fast and hard. Remember your safety equipment!
8. Once you are comfortable doing this in lab conditions.... try it without the purples. -
Quote:Blessing of the Zephyr: KB protection changed the way some of my characters got built. Unbounded Leap: Stealth (and any KB protection) made all my blasters very much better.
has a new invention set, or even new singular IO ever had you redo how you build a character?
A lot of people made some changes when LoTG: 7.5% Global Recharge came out. -
Madadh: The next time you find yourself in a discussion where the other person's trumpeting the joy of playing a blaster, ask questions.
"How much more damage would you say you do than a scrapper with the same amount of inf sunk in their build?" You'll probably get an answer, if they're being accurate, like "20%" or "30%".
"How much tougher is that scrapper than you are?" You'll probably get an answer like "I don't die [much]" or "It doesn't matter, I kill things too fast" or some variant on "I don't know" or "I don't play them" or "I don't want to answer that question."
The answer, for most builds for most of the game, is "Scrappers are six times tougher, plus the advantage of mez protection."
How much tougher are Brutes? Six times tougher. How much more damage do Blasters do? Maybe 20%. Tanks? Ten times tougher, but at least Blasters do considerably more damage. Corruptors? Maybe only three times tougher, and don't have mez protection.
Six times tougher. 18% less damage. That is not balanced. (Incidentally, we went almost a month before someone brought up City of Blasters on the blaster boards. Yeah, June 2004 was the good month to be a blaster.) -
So looks like they countered with 5 billion inf.
... and now they're back in second place. -
Arcanaville: Can a Brute, with no expiring buffs (Build Up, powers from secondary, powers from support characters, anything but Assault) 1-shot even con minions with any non-nukeoid AOE powers? Shatter, and Arc of Destruction look close.
The obvious question behind the question is if anyone can, on a 6-10 second timer, 1-shot even con minions in bulk. I think Mace/Shield Brutes can do it. And of course in the 2-shot category, more than half of Brutes can do it.
Why are their best AOE attacks better than our best AOE attacks? Fire Blasters can two-shot minions, with Assault and some defiance.
I'm not even talking about nukes. I'm talking about Battle Axe, I'm talking about Claws, I'm talking about Mace and Fiery Melee and Titan Weapons and... and... FFFFffffuuuuu.... -
... oh hell, I forgot to do this:
/e hands over the diamond-encrusted platinum TV remote
You have earned the power. Use it wisely. -
There's a lot of inf in conversion these days. I know at least three ways to make 200M per Alignment Merit from converting IOs, not counting purples (where the main challenge is getting the purples), and I doubt I've found the best return on investment. I keep getting distracted by, like, random-converting rare 30s or 35s. (Not the best ROI, but I like it and it feeds my Midlevel Crisis urges. The "jackpot" moments are fun.)
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Quote:Is there a logical chain of deduction behind that sentence and I just overlooked it?
Crashless nukes for all just isn't going to happen.