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Quote:So you say. Why this issue is a major point of contention, I have no clue; suffice to say that I disagree. Part of the reason that Tankers were bent out of shape was that IH ignored the damage or attack type, as you yourself demonstrate here:I was there also, and I'm stating a correction because you're mistaken.
Quote:Originally Posted by ArcanavilleRegen Hami tankers existed for basically one issue, and was never a major source of complaints about Regen scrappers. It happened, but it was minor.
(Edit: Come to think of it -- how many times have you personally corrected an INV Tanker's misperception that Invulnerability is actively penalized against psi damage? INV is weak to psi to the extent that it doesn't have any explicit protection against psi, but it does have vastly increased hitpoints as a kind of generic protection relative to the character with no protection at all. The point is that INV Tankers have always been sensitive about their situational weaknesses.)
Quote:But if you want to compare memories, we can do that: lets talk about regen's performance in the quad spawns in PI, or PvP beta testing, or the original respec mission, or when perma-MoG was a viable choice over toggle IH. If you like, we can talk instead about tankers specifically: original invincibility testing which was done on tankers and not scrappers for the most part, or Fire's mez holes, or the issues with Ice Armor prior to I5, or about that time I invented Bodyguard for tankers over a year before it was created for Masterminds. Talk about condescension: assuming I wasn't there is not just rude, its also bordering on retarded in my case.
I said I was there. I never said that you weren't. "Even if you weren't there," doesn't mean I think you weren't, though to my recollection you didn't start to post actively on the Scrapper forum until some months after you registered. Feel free to correct me if I'm wrong on that point; for some reason I feel like you were more interested in Blasters at first, but I could be wrong. Regardless, you were certainly here early enough to see the bulk of Regen's glory days.
Yes, we're all very impressed with your track record. Relax.
(I was one of the people sending samples to Circeus for the Invincibility testing, by the way. Unfortunately, at the time, we hadn't yet realized that the pulses were double-stacking.)
Quote:Dark Armor is probably hit just as hard by recharge debuffs as Regen is, and SR is hit even harder by higher tohit than Regen is by either debuff. It would be an interesting question to ask what there are more of: enhanced tohit critters (75% critters, 64% critters, and critters with tohit buffs) or critters with recharge and/or regen debuffs.
It's as much a qualitative complaint as it is a mechanical one. -
Quote:Damage per second. Period. Damage per unit time.What is the S in DPS?
Damage per Second of what? Its a relevant question.
Again, you're caught up in an artificial distinction. The character's behavior doesn't change whether we slot the proc or not. The proc adds a flat amount of damage.
Quote:The constraint in the operation is activation time. Activation time is the bottleneck. The objections to aggregate damage are valid points but more-so against the continuous stream DPS model as that quite literally aggregates and divides.
Quote:The "Extra variable" being installed is recharge time which isnt relevant unless you are optimized to have no tray time available for any power in your chain. (You use each to full effect exactly when it recharges.)
Do you deny that the character casts Freezing Rain with the same frequency whether the proc is slotted or not?
Do you deny that a proc that's checked twice as often will yield twice the average damage?
Quote:Thats the standard to which the Proc is being held and it is artificially deflating its value.
Damage procs are flat damage. If I have two attacks, one that delivers 50 base damage and another that delivers 100 base damage, then which is the better candidate for the damage proc?
That's a trick question. The answer is that there isn't enough information to decide. If the 100-pt attack is used more often, then adding the proc to that attack will yield more overall damage, despite that the proc represents a smaller proportion of the attack's own damage. -
Quote:I'm not dividing the power by its cooldown. I'm assuming that the power will be cast every time it's available regardless, and adding the extra over-time benefit of the proc to the character's total DPS.In "absolute terms" when looking at your damage per second you still dont divide the power by its cool down time because those 10 seconds arent consumed. The time is spent spent using any other and every other power you have. A snipe isnt generally a good DPS power not because of its recharge but because of its cast time. The only investment in time for the Proc you have made is the cast time. You've spent only 2 seconds(and change) activating power Freezing rain/sleet. This in no way limits what you are doing in second number 4 or 5 or 6.
In essence here is what is being presented (each - equals a half a second)
Sleet-------------------->Power b------> Power c---->
But this is whats happening activation wise:
Sleet---->Power b------> Power C---->
Your cant divide the Proc in Sleet power by its cool down and get a meaningful measure of DPS unless you are comparing the recharge duration of all powers. Nukes are huge boosts to DPS but not if you consider their recharge time. Still Half way through a fight if you wanted that encounter over quickly using a tier 9 blast is usually a pretty good option.
Let's say you have a character, let's call her Stormy. Stormy's DPS is X including a cast of Freezing Rain every 20 seconds. Adding a proc to Freezing Rain can only add a static amount of damage given that she's casting FR anyway.
So in this case, Stormy's total DPS with the proc added to Freezing Rain is X + 1.44.
You're saying that we should calculate Freezing Rain's DPA (damage per activation) as if in a vacuum, with and without the proc. By that standard, you get a better result for the proc, but you're still only adding a patehtic amount of DPS to your overall chain.
It would be no different if we were talking about a given single-target attack in a contiguous attack chain. If I have two diferent proc-eligible powers in the same attack chain, and (for the sake of argument) one power has twice the activation time of the other, then which power should I put the proc into?
The answer is that I should put the proc into the power that is used more often per unit time, regardless of its activation time. If both powers are used with the same frequency, then there's no difference. If one power is used let's say twice as often as the other, then the proc adds twice as much to my total DPS.
The proc is a flat damage value, and thus its relation to the power's damage is irrelevant. Its relation to the power's activation time is also irrelevant except to the extent that shorter activation times tend to be better choices to spam. They are not always better to spam, though; the primary determinant is the DPA. If you could, for instance, spam KO Blow more often than Punch, you would do it because KO Blow has a higher damage per activation than Punch, even though Punch animates more than twice as fast.
You're misleading yourself by getting caught up in the cast time of Freezing Rain. The cast time is already being spent on Freezing Rain, with or without the proc.
Quote:This story is an analogy of whats happening:
3 coeds are going on spring break the hotel they are at is $300 a night. They pay $100 each and go to their room. Once at the room they realize they had AAA discount and call to the front desk. [snipped for brevity] -
Quote:Yes, you're right. Good catch.Correct me if I'm wrong (again
), but this is part of what I was trying to get at in my first post. Continually casting Freezing Rain means the procs actually do (0.2 * 72) / 7.5 = 1.92. Not a huge improvement, of course, just a mild distinction. Because procs on psuedopets don't care about other psuedo pets. So in the "cast every 15 seconds" scenario, the proc checks at T0, the initial cast, T10, the pulse on rain 1, T15 the second cast, T25, rain 2 pulses, etc. So in every single 15 second window, the proc has checked/rolled twice, because of a cast and a 10 second pulse. 15/2 = 7.5.
Still and all, the cast-FR-every-15-seconds standard is very optimistic, because it would require you to have a recharge timer on FR of something like 12.75 seconds (the 15 second duration minus the Arcanatime-enhanced activation). More likely, you're looking at casting the thing every 20 seconds or so, in which case my previous number would apply.
By the way, that means that procs in Earthquake aren't necessarily available less often than procs in FR, as you went on to say. FR has to meet a 20-second total cycle time (recharge + cast), with a 60 second starting cooldown, in order to receive 1 proc check per slot per 10 second period. Earthquake has to meet a 30 second total cycle time (recharge + cast), with a 90 second startin cooldown.
They're basically in the same availability boat (except that Earthquake's activation is a little longer, IIRC) assuming a plausible and equivalent amount of global recharge.
Quote:Similarly, if a damage proc isn't worthwhile in a patch power that's up virtually all the time, then the only place that damage procs could possibly ever be worthwhile is (a) because they're contributing to a set bonus or (b) because the attack's recharge is less than 10 seconds, and it can be expected to hit as many targets as a patch would. (B) is extremely rare. So, your line of thinking would actually put the value of damage procs almost exclusively as pieces of sets, contributing set bonuses.
A single proc in a spammed (for the sake of argument) Frostbite is worth two equivalent procs in Arctic Air, assuming you can get the cycle time on Frostbite below 5 seconds (which isn't terribly hard to do). -
Quote:I'm not sure it's fair to say that soft control categorically suffers more from the purple patch than hard control. After all, hard control's duration is cut by more than half against +4s, and your chance to hit with hard control is likewise reduced.Soft control is largely ignored by +4 mobs... Do you all think that the soft controls of an elec dom, for instance, will be largely useless in incarnate level content? Or do you think that with the "very rare" level boost slots will make soft control more viable, as it will give us a target only +3 or less? In the future, also, as incarnate level content goes up, will soft control still be viable, even with incarnate slots?
It seems to me that fixed-duration, no-Tohit-check soft controls like Ice Patch and Earthquake perform very consistently against higher level foes.
(It is fair to say that hard control is generally better than soft control, all else being equal, and particularly when we're talking about Dominators, whose inherent power favors hard controls over soft.)
You're right about endurance drain, which is an all-or-nothing proposition, and therefore any modifier that prevents you from draining the target completely renders your end drain effectively useless. Everything else, not so much. -
Quote:Ah, I see. Your method is valid as far as it goes -- a stand-alone evaluation of how much damage the proc gives the power in question. Mine was simply a best-case presentation of what the proc adds in absolute terms (to your overall DPS) assuming you're casting Freezing rain every time it's available anyway.Firstly my issue is comparing the impact of adding a Proc in a power you will most certainly use, to the benefit of slots that may not be in the attack chain or a power that quantified in the same standard..(ie. non-attack powers.)
Beyond that the constraining factor in DPS calculations is activation time not recharge time. In so much as the 10 second cool down is a factor it is as a multiple of the damage done as compared to the powers length. Ie 1 application on cast, 2nd application on the 10 second mark. The S isnt seconds per power length its the Seconds of cast time used. Other wise powers which have no duration are infinity powerful. So no dividing by 10...you arent using those 10 seconds for Freezing rain you are doing other things like casting seeds, creepers, domination , what have you.
So we need to compare the results of activation time. The time the toon consumes in activation of the power.
Neither approach is wrong, per se. I believe mine gives you a good understanding of the practical cost-benefit ratio for adding a proc, though.
Quote:The initial Cast time is the limiting factor and the commodity being measured. DPS is measuring what the most efficient use of your cast time is.
That's why I choose to look at the expected improvement to overall DPS, instead of the expected improvement to FR's DPA in a vacuum.
Quote:When facing Mobs of 5 foes we are getting an aggregate expected DPS 70.936 per Proc in freezing rain.
Adding each target's damage together is a decent metric for determining, say, the endurance efficiency of an AoE attack (for instance, the breakpoint at which a given AoE attack is more efficient to use than a given single-target attack), but it's dangerous to go around saying that a power like Fireball delivers 16 * 150 = 2400 damage. You might give people the wrong idea. You might even give yourself the wrong idea.
Quote:Perhaps the overkill is greater with the Proc and combats dont exceed 10 seconds in which case some of the 2nd applications are not realized. Still overkill is an issue with all powers, rarely are enemies defeated by 1 point. -
Quote:Oh, believe me, I'm familiar with Fire/Mental's attributes. My Fire/Mental Blaster is one of my favorite characters, and I've spent endless time weighing the pros and cons of each different build approach.Well fire is the highest single target and mental has drain psyche meaning I can solo pretty hard stuff AV's/GM's etc.
The problem with your statement about Drain Psyche is that you need to close to melee range to use the power, which means that you're going to be gulping purple inspirations against an AV anyway -- which means, in turn, that your ranged DEF will be pointless in that situation. Doesn't mean you shouldn't take Drain Psyche; it's a useful tool to have in your back pocket.
All I'm saying is that if you look at Mental's unique strengths -- a supplemental and very wide-area ranged cone attack (Psy Scream), a handy-dandy PBAoE regen/recovery buff/debuff (Drain Psyche), and a powerful PBAoE attack (Psychic Shockwave) -- you're left with only Psychic Scream as a consistently useful advantage on a mostly ranged/hover build.
So if you don't take Psy Scream on such a build, you're probably better off with a secondary that adds substantively to your ranged capabilities. I mentioned /Energy because perma-Boost-Range makes Blaze and Fire Breath into absurdly easy-to-use powers on any map (and if you care to use powers as set mules, all the stuns in Energy are great for the Stupefy set -- one of the few sets that gives both significant ranged DEF and signficant +recharge). I mentioned /Fire because Ring of Fire is one of the better DPA ranged attacks in the entire game -- beating out Fire Blast by a significant margin.
Anyway, that's why I usually recommend S/L DEF on Fire/Mental. S/L DEF certainly has its flaws, but it does allow you to split your time between ranged and melee postures without sacrificing your mitigation to do so. Personally I run two builds on my Blaster to suit my mood. Pseudo Scrapper with Drain Psyche and Shockwave is a lot of fun, but non-S/L enemies tear me a new one.
If you don't like cones, then that's fine, but you are missing out. Psy Scream and range-enhanced Fire Breath (I have 60' on my Blaster's Fire Breath) each have more coverage at max range than Fire Ball does. A melee cone is very different mechanically, because it has a fixed and relatively small area of effect (because you can't enhance its range). I'd urge you at least to try out some of the ranged cones, and particularly Fire Breath with a range enhancement or two, before deciding that they're not for you.
Breath does absolutely massive damage -- roughly 40% more than Ball. Combine them together and you can melt spawns in record time.
Rain is more of a judgment call. Personally I just like the way it looks. There's something about making fire rain from the freaking sky (!) that just screams death and destruction, even if the rain isn't all that in practice. Still, it represents a little more than an extra Breath's worth of AoE damage over 15 seconds if you can get it to stick, and in a 25' radius (Fireball's radius is 15'). It's excellent on the right team, but admittedly it's not a must-have power on a Blaster. On a Corruptor the story changes.
Rise of the Phoenix is likewise a situationally useful power on a brittle build like a Blaster. Inferno is nice to have too, just hard to imagine how it's more useful than a bona-fide, consistently usable ranged AoE power on a ranged-DEF build.
Now that I think about it, the ranged build I mentioned earlier might not even have Drain Psyche. I'll have to look it over later. Sorry for the ramble. -
Quote:I'm not sure I understand the distinction you're trying to draw here. When evaluating an attack chain, it's true that recharge isn't the primary determining factor (or if you prefer, the primary bottleneck on your damage output); the damage per activation time is the main factor -- assuming you have enough recharge to chain attacks seamlessly.My point was that unless you are getting set bonuses from those slots which affect your overall attack chain looking at the DPs/slot isnt an effective measure of the the opportunity cost. When calculating the DPS of a chain the recharge of any particular power is important only in terms of its position and frequency in the chain. Essentially the use of Proc's can front load some damage into DOT powers. Now from a perspective over time there is an easy calculation to determine if a Proc or a Damage IO is better and this is based on the base damage of the power. Generally speaking the lower the damage the more the proc makes sense.
But how much DPS a given choice gives you is absolutely the right way to judge what to do with an attack chain.
In the case of Freezing Rain, we're not talking about a single-target attack that fits into a constantly recycled chain, but we are talking about a power that is so good (for its debuffs) that you generally want to cast it as often as possible irrespective of the damage the power itself delivers.
And if we assume (generously) that Freezing Rain is cast every 15 seconds, then a typical proc adds (0.2 * 72) / 10 = 1.44 DPS to your build. That's a pretty pathetic return on your slot investment almost no matter how you slice it. If you're pursuing a set bonus that happens to include the proc anyway, then great. But you have to be really hard up for damage, or really overburdened with free enhancement slots for that choice to be mechanically worthwhie.
Not saying it's always a bad choice. If there's basically no cost (as you say -- no compelling and mutually exclusive alternative), then have at it. Just understand that the return isn't very good. -
Quote:I can't see your build just this minute because I'm not on a Mids'-equipped computer, but I can say that a Fire/Mental Blaster with one AoE attack seems self-defeating. Fire's schtick is AoE damage, ditto Mental's -- and particularly if you're committing to a ranged playstyle, because that means you're not using (or shouldn't use) Drain Psyche as a matter of course.I currently use the following build (has 46.5 ranged defence and 44.3 energy/neg). 150 global recharge (with hasten). Can chain Blaze-Blast-Flares seamlessly. Drain psyche is 4.7 seconds (+cast = 6 secs) from being perma. Enough end to chain attacks non stop. My only AOE is fireball but i kinda dont like placing the circle for ROF, also hard to squeeze it in a build like this keeping both recharge and defence the way i want it to be. Probably lots of improvements that can be made (im pretty new to blaster building). Any advice?
If, in other words, all you want is a ranged-DEF build with good single-target DPS, then there are better options. (Fire/Energy or Fire/Fire, to name two examples.)
I have a build on another computer that almost reaches your level of +recharge while also fitting in soft-capped ranged DEF and (IIRC) four AoEs (Fire Breath, Fire Ball, Psychic Scream, Rain of Fire). I'll try to remember to look it up for you when I get to the other computer.
The one other thing I thought was worth noting is that the teleport bind works perfectly for Rain powers. I use that bind (or some slight variation of it) on my Storm characters and on my Ice and Fire Blasters.
The bind is: "/bind LSHIFT+click "powexec_name Rain of Fire"
(Without the quotes, obviously.)
Just hold shift and click on the ground and the power fires off.
Now obviously if you just don't like Rain of Fire, then that's your prerogative. It really needs an AOE immobilize to shine as a damage power. Otherwise it's a highly situational soft control for the solo Blaster. -
Quote:The best part is that the immortality line standard already has the effect of additional DEF on debuffs implicitly baked in. Each additional point of DEF is more valuable than the last in both cases.
Hey, wait, I just though of a way we could do that! We could assume that the player likes a challenge, but doesn't like to face plant constantly. So we could assume that the player will be facing an amount of incoming damage that would provide that challenge without killing them. It's a little over simplistic, but we could use an immortality line calculation to figure out how much DPS the player can survive, and plug THAT in as the enemy damage output instead of picking at random!
Hmmm, that's strange. When we do THAT, it gives us a different amount of damage to plug in depending on what the player current has for mitigation and regeneration. But then that means that the answer to this question would depend not on some randomly-chosen value for damage, but instead on the current level of mitigation and regeneration. But that's different at different levels of defense!
Bunny's model works in theory. It's just not particularly useful in practice. Any model that predicts that a given amount of regen is more useful than a given amount of DEF -- but only when the character in question will survive indefinitely anyway -- isn't worth the paper it's printed on.
Likewise, if you have to raise incoming damage so high that no one could possibly survive -- without so much buff support that his build decisions are irrelevant, anyway -- to prove that a given amount of DEF is more valuable than a given value of regeneration, then you've made a pointless observation.
Bunny started quite reasonably in this thread. After a couple of posts, though, he apparently decided that it was more fun to denigrate his opposition. I guess he was bored. -
Quote:Ah, I see. You think the following two quotes (of mine) are so self-contradictory that they constitute intentional dishonesty:I am abrupt and confrontational because you are lying about what you said and wish to rewrite history.
"No, my claim was that the opponent's damage is unknowable, and that therefore it's better to concentrate on the practically plausible bounds of your survivability."
And
"It's not clear why you'd prefer a metric for making build decisions that relies on knowing the precise damage output of the opponent(s), rather than a metric that relies on simply knowing your own regeneration/healing rate and resistance values."
I see no glaring self-contradiction there. Certainly no evidence of a lie. For all of your bluster about mathematics, it appears you have very little experience reading for context. My metric (and Werner's, and a whole host of other people's) does only depend on knowing the character's regeneration/healing/RES/DEF/HP. That's what makes it practically useful
Notice that I never said that the absolute value of DEF in the terms you choose to describe it (in this case, virtual regeneration) wouldn't change with the opponent's incoming damage. I never even said that the terms you choose to use are incorrect on paper. I do, however, maintain that your terms are impractical for making build decisions.
Tell me, exactly what incoming DPS figure were you looking at when you designed your DEF-capped WP Tanker? How did you know when exactly it would be worthwhile to switch from adding more regen to adding more DEF?
It couldn't be because you instinctively understand that DEF multiplies regen. Nah. -
Quote:Apparently you can't. You failed to come up with a relevant example where 5 hp/sec is better than 5% DEF on a character who already has 30% DEF and 20 hp/sec regeneration. All examples you did provide showed that the character was infinitely survivable regardless.Is this your admission that you're wrong? Thank you.I can give you all sorts of numbers spanning any kind of possibility.
Your best rebuttal to my method for evaluating the next example (5% DEF versus 50 HP/sec regen on a character with 20 HP/sec initially and no other mitigation) was an example where the character will die in an eyeblink without sufficient buff/heal support that his 5% DEF would be trivialized.
Quote:I am abrupt and confrontational because you are lying about what you said and wish to rewrite history. -
Quote:No, my claim was that the opponent's damage is unknowable, and that therefore it's better to concentrate on the practically plausible bounds of your survivability.Your claim was that damage doesn't matter, so I do get to move the damage to prove to you it does matter.
But then, that's been clear from the outset, and if you were debating in good faith, you would have made at least a token effort at addressing that point with a straight face. Did you answer my question in the latest post? No.
You just like belittling people who disagree with you. Enjoy your 45% DEF-capped Willpower Tanker. We all know that that last 5% is exactly equivalent with the first 5%, right? -
Quote:Yeah, great. Meanwhile, if you're taking 1000 damage per second and your only source of mitigation is 5% DEF, then you're screwed anyway without huge outside intervention.When incoming damage > 1000, defence is better.
Defence:
1001 damage = 450.45 received. Regen is 20, so over that second you actually take 430.45 damage.
Regen:
1001 damage = 500.5 received. Regen is 70, so over that second you actually take 430.5 damage.
When incoming damage <1000, regen is better.
Defence:
999 damage = 449.55 received. Regen is 20, so over that second you actually take 429.55 damage.
Regen:
999 damage = 499.5 received. Regen is 70, so over that second you actually take 429.5 damage.
Different damage = different answers.
Again, the point isn't that your numbers are wrong in theory. The point is that your numbers are practically useless. No one in his right mind would choose 5% DEF over an extra 50 HP/sec in regeneration when he has no access to any other mitigation. (and no heals to speak of). -
Quote:Are you denying that 20 hp/sec and 45% DEF allows you to survive 20 / (1 - (50 / 45)) = 200 DPS indefinitely?If you make a claim back it up or don't say it at all. You can't, and every attempt has been awful.
Oh, I'm sorry; I forgot. You like to double the mob's DPS for no good reason. Let's make that number 400 DPS to account for the fact that the average mob has an inherent 50% chance to miss.
See, when you slide your standards all over the place, it leaves you an all-too-convenient opportunity to claim the other side is stupid. Cool story, bro. -
Quote:Didn't we already do this?+5% defence or 50hp/s regen, go! Base regen is 20hp/s and 0% defence. Which is better! You claim to know so tell us.
Until you can show me then quit expressing your profound ignorance. I can't teach people to be smart here.
5% DEF is 10% mitigation. Therefore it increases your regeneration (and your healing, and any heals thrown your way by teammates, and your chance of avoiding a debuff) by 1 / 0.9 = 11.1%.
0.111 * 20 = 2.22 HP/sec.
So clearly the 50 hp/sec wins. -
Quote:Your bluster is unwarranted. Your math is fine as far as it goes, and I've never disputed that (except in certain specific examples where it turned out you were making unstated and completely abstract assumptions).Actually I won't keep this up. I've proven absolutely what I needed to do Orbitus, and what you write is utter, utter tripe.
Epic. If you don't know maths then why get involved in a maths discussion. "I don't decide what to do on what damage my opponent can do".
My math is fine, too. The only difference is that you don't accept (without saying why) that mitigation multiplies regeneration.
No, I don't make build decisions based on an incoming DPS figure. I base build decisions (as far as DEF/RES/regen/healing/HP are concerned) based on how much damage I can survive without intervention.
There are so many considerations that make your approach impractical. For instance, how much regeneration is your DEF worth if you have five Respite Inspirations in your back pocket? Someone throwing heals on you? How much is your DEF worth if you immediately lose it because your initial DEF was low enough that the first salvo of debuffs hit you? -
I notice you went out of your way not to give me a starting regeneration rate in your latest set of pure-sophistry examples. So let me say this one more time:
For any given value of additional DEF that is more valuable than a given value of additional regen at a given initial regeneration rate, that DEF will always be more valuable than the Regen under the following conditions:- The incoming damage is applicable to the DEF in question (uses the corresponding position or type).
- The incoming damage is sufficient to kill the character eventually before we even consider the addition of DEF or regen.
Your numbers aren't wrong; they're just so abstract as to be useless. No one makes mutually exclusive build decisions based on some arbitrary opponent's specific DPS. People can and do make build decisions based on the perceived commonality of a given attack type or mez/buff/debuff effect, but they can't make an intelligent judgment about how often or how likely it is that they'll see a given amount of incoming damage.
So what we're left with is the sustainable survivability metric. It's not perfect for a number of reasons, but it's the easiest and the most practically useful way to measure the relative benefit of X amount of regen/healing or DEF or RES or +HP.
Again, regeneration is possibly the worst standard you could pick for your argument, because it offers no side benefits. Once you're at a point of sustainable survivability, regeneration does nothing for you.
Quote:But surely this is impossible! You have told us all that it doesn't matter how much damage is coming, you can decide without knowing that!
You're falling into the worst kind of theory-crafting. -
Quote:So that's how you address the fact that the character already has infinite survivability in your only examples where the 5 hp/sec wins? Really?Here we go again!
Initial regen value is irrelevant because it is equal to both equations.
Quote:But to discard the rest of your argument:
Do you honestly believe that regen, a static form of mitigation, will always give the same benefit as defence, which changes in benefit depending on incoming damage, are always better or worse than the other?
Beyond that, though, it's crazy to try to make a build decision based on this-or-that opponent's potential damage output. Just from playing the game casually, I can know which mob faction uses this-or-that attack type, this-or-that mez or debuff effect, etc. I'd need to parse logs endlessly to figure out what each mob's DPS is, and even then I'd be left with an answer that slides around based on difficulty level.
Quote:Stop to think that defence is less and less valuable when damage is low because it mitigates less. Of course how much damage is coming your way must be known, else how can you possibly know the value of defence?
Quote:Consider this before replying. -
Quote:If the enemies have an inherent 50% chance to miss, then that should be baked into their unmodified DPS figures, because clearly if the mob loses half its damage to begin with, then that half of its damage is irrelevant for any meaningful discussion. The fact that you'd dismiss my post on the basis that I didn't assign the opponent twice as much DPS as it can actually do smacks of gotcha-game nonsense, frankly. It's almost as if you purposely made a bizarre and hidden assumption just so you could play the "you're an idiot" card when I inevitably failed to read your mind.Everything you wrote was wrong.
500 incoming becomes 250 DPS with 0 defence when the base 50% miss chance of enemies is considered.
The rest is just a page worth of incorect numbers.
I was using your example of the character with 30% DEF and 20 hp/sec, by the way. If you were using something else just now, then my bad. It's hard to tell from your post. Please be more explicit about your assumptions.
Regardless, you still haven't come up with an example to disprove my rationale posted earlier. Let's look at your numbers again, taking into account that when you say "500 DPS," you really mean "250 DPS":
1. 250 DPS incoming (500 originally) :
30% DEF cuts that down to 100 DPS. We regenerate 20 hp/sec, so we initially net 80 DPS. Adding 5% DEF would put us at 75 incoming DPS, and net us 55 DPS after regen is accounted for. Adding 5 hp/sec instead would net us 75 DPS.
2. 50 DPS incoming (100 originally) :
Surprise, surprise. Your numbers (75 and 95) are still wrong. This is why I ask if you suddenly changed assumptions on me.
As before, the 30% DEF reduces our incoming DPS down to 20 DPS, which is equal to our regeneration rate. So both choices result in infinite survivability.
3. 25 DPS incoming (50 originally) :
As above. If 50 DPS results in infinite survivability, then 25 DPS sure does too. The extra regeneration would be irrelevant.
There. Happy?
Quote:Incoming damage has to be known to make a decision between these considerations. -
Quote:So you keep saying. But your entire premise is based around the idea that we're trying to make mutually exclusive build decisions, right? Well that's fine and dandy, except that no build always goes up against the same opponent, or even the same type of opponent.uhmm...
You are wrong. Let's see why it depends on incoming damage and you must know them to make calculations.
So at some point you have to make build decisions based on generic foes.
Quote:Example (5% defence or 5% regen):
500 dps incoming.
Defence is better (75 damage taken with defence, 95 damage taken from regen)
20 HP/sec mitigates 20 of that initial 200 DPS, leaving us at 180 with 30% DEF. Adding 5 HP/sec to that leaves us with 175 in incoming DPS. Life expectancy increased by 2.8%.
Quote:100 dps incoming.
They are equal (15 damage taken with defence, 15 damage taken with regen)
You net 15 DPS with the extra 5 hp/sec in regen. DEF wins again.
Quote:50 dps incoming
Regen is better (7.5 damage taken with defence, 5 damage taken from regen).
Would you like to try it again? Or is it really that defence is better?I mean... I just gave you an example where it isn't.
That's the problem with regeneration. It has no side benefits; if you're already going to survive anyway, then more regeneration does nothing for you. More DEF at least reduces the chance that you'll get hit with a troublesome debuff or mez or whatever -- a qualitative improvement at worst.
Anyway, find an example where the extra regeneration wins and the build is in some remote danger of dying. Then maybe you can crow. Until then, not so much. -
Quote:I'll play along.Really? Do it then.
Which is better, 5 hp/s of regen or 5% defence.
You presently have 30% defence and 20 hp/s regen.
30% defense (and no resistance) and 20 hp/s regen allows me to survive indefinitely an incoming DPS of 20 / (1 - (30 /50)) = 50.
35% defense (and no resistance) and 20 hp/s regen allows me to survive indefinitely an incoming DPS of 20 / (1 - (35/50)) = 66.7.
So, against a generic opponent using the attack type in question, the extra DEF is better than 5 hp/sec regen. Against attacks that don't apply, the regen is better. The extra DEF may provide ancillary benefits too though -- like decreasing the chance of a Debuff hitting me by about 25%. Notable here is that the first 5% DEF (assuming I started at 0%) would only lower the chance of a debuff landing by 10%.
Now, your turn. Which is better? 10 hp/sec of regen or 5% extra DEF, assuming you don't know anything about the opponent. -
Quote:Ok, let's pretend the underlying assumption is that you have 50 hp/sec in regeneration and you don't know what the unmodified incoming damage is.Dead wrong.
I will write a lengthy reply to explain why.
Compare 10 regen/second to 5% defence, assuming 100 dps incoming before defence factored.
You would say it depends on how much defence you have already. That is why you do NOT use method 2 or 3.
Then what? How much extra regeneration equals how much extra DEF? You can't answer, because you can't assign an absolute value to the DEF's mitigation.
Your most recent argument amounts to, "It isn't good to use other methodologies because in one specific example, my methodology answers the question faster." It's not clear why you'd prefer a metric for making build decisions that relies on knowing the precise damage output of the opponent(s), rather than a metric that relies on simply knowing your own regeneration/healing rate and resistance values. -
Quote:Method 1 can't even answer the question categorically, though. The answer depends on the situation. 5% DEF doesn't mitigate a flat amount of damage irrespective of opponent. It mitigates 10% of the attacker's damage.This is something very important for you to consider Werner. Look at the three methods.
Now answer me using this question only. Should I take 10hp/s of regen or 5% defence.
Method 1. You should take the regeneration.
Method 2. I can't answer.
Method 3. I can't answer.
That summarises this whole thread.
So what you should have written was: "Method 1. if you're facing a Boss that delivers 100 DPS, and you have no resistance and an initial regen rate of 50 HP/sec, then you should take the regeneration."
Most build questions come down to the same answer: "It depends on X, Y, or Z." You're basically saying that because Werner's example happened to include X but not Y, the methodology that gives an instant answer is therefore superior. The example was just that, an example.
In any case, what difference does it make that one method gives you a faster and less thoroughly considered answer? Is that really your magic bullet to put the thread to rest?
Do you honestly not believe that proportional mitigation effectively multiplies regeneration?
Do you honestly believe that doubling your life expectancy under fire is equivalent to adding 10%?
Do you honestly not consider the probability that debuffs (and particularly DEF debuffs) will land on you? Even if we ignore all other considerations, it seems to me that that one little wrinkle pokes your proposed theory of build evaluation full of little machine-gun-bullet-sized holes. -
We know that the Justice slot is intended to give players an AoE power of some sort, from the Incarnate web page if nothing else.
I don't know how (or even if) we know for sure about the other slots. That seems like speculation to me, but hey, if there's a dev quote somewhere I'd be pleased to read it. I sure hope that we're not gonna get nine more powers, though.
My trays are full-up as it is.