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Quote:Now you lost me.If it's got a max of 10,000 HP, is at 7,000 (70%) and you lop off 1000 from the max, I believe you lop off 700, because that's (1,000)/(10,000) of its current HP. But if it had, say 36,000 HP, it would lose 2520.
If an AV has 36,000 HP max and current and the HP debuff lands it would lose 1000 from its max and current HPs.
If that AV was at 70% health, 25,200 HPs, you seem to be proposing it would lose 1000 from its max HP but 2520 from its current. That seems unlikely (but certainly possible). -
Hmmm. So, in essence, it would only lower current HPs by 700 (in the example of 70%). I am not really sure what the chances for the -HP proc to happen are, how likely is it to be that AVs HPs would be significantly lower than 90% before the -proc happens and sticks?
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Quote:Wouldn't you also be able to count in the -1000 HPs as damage dealt? For example, if you take 4 minutes to kill the AV, in addition to the reduction in regen rate, you would also be adding 1000/240 = ~4.2 DPS.So... What is the deal with Degen? I've tried to look up the numbers and it says 0.8 as much damage as reactive and 1,000 hp per stack on hard targets, which doesn't seem all that high compared to reactive with my weak napkin math.
Level 50 AV = ~28,272hp, regens ~93.75hp per second
93.75 * (28,272 - 1,000 / 28,272) = 90.43
93.75 - 90.43 = +3.32 DPS
On the other hand, -2.5% res is already +5 DPS on a 200 DPS character, +7.5 DPS on a 300 DPS character and +15 DPS on a 600 DPS (i.e. while Lore is up) character. -
Sadly I got this confused with the Nrg/Dev post. Most of it should be workable for Pistols though.
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To prevent Immobilize, take Combat Jumping. There is not a lot that can be done about other mezzes, although Acrobatics (also in Leaping) prevents most knockback and has minor Hold protection (but not Stun protection). There are also Knockback protection IOs that can be used if Acrobatics is too much investment.
A note about mez protection. There are two types, one is normally called Protection and the other is called Resistance. Only Protection can prevent mezzing, Resistance simply shortens the durations.
Hasten is very useful for that build, it is good they chose it.
As far as survivability goes, Blasters do not get much, they want to make sure as many enemies are shooting your Brute as possible. Munitions Mastery has nice tools in Surveillance and LRM rocket, but since Body Armor is passive, it doesn't add much resistance.
One decent option is to build up some Range defense. Thunderstrikes are inexpensive IOs that can be slotted into several of Energy Blast's attacks and have solid bonuses. The option to take the fighting pool for Tough and Weave exists if they want. Targeting Drone can be six slotted with Gaussian's Synchronized Fire Control (some of these get too expensive though, so that would be a reach goal).
The following build is relatively inexpensive and should spark some ideas.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(36)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Energy Torrent -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx/Rng(3), Det'tn-Dmg/Rchg(5), Det'tn-Dmg/Rng(5), Det'tn-Acc/Dmg/EndRdx(11), RechRdx-I(23)
Level 4: Caltrops -- Det'tn-Dmg/Rchg(A), TmpRdns-Dmg/Slow(13), P'ngTtl-Dmg/Slow(19), AirB'st-Dmg/Rchg(43)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(23)
Level 8: Combat Jumping -- Ksmt-ToHit+(A)
Level 10: Targeting Drone -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(17)
Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15)
Level 14: Super Jump -- EndRdx-I(A)
Level 16: Acrobatics -- EndRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(43)
Level 20: Cloaking Device -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(21), S'dpty-Def(37)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(40), Stpfy-KB%(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(50)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam/EndRdx/Rchg(25), TtmC'tng-ResDam(37)
Level 26: Explosive Blast -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(27), Det'tn-Dmg/Rchg(27), Det'tn-Acc/Dmg/EndRdx(29), Det'tn-Dmg/EndRdx/Rng(31), RechRdx-I(34)
Level 28: Trip Mine -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(29), C'ngBlow-Acc/Rchg(31), M'Strk-Dmg/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(43)
Level 30: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(31), S'dpty-Def(34)
Level 32: Nova -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Acc/Rchg(33), M'Strk-Dmg/Rchg(33), Sciroc-Dmg/Rchg(46)
Level 35: Body Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(36), TtmC'tng-ResDam/Rchg(36)
Level 38: Gun Drone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
Level 41: Surveillance -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(42)
Level 44: LRM Rocket -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx/Rng(45), Det'tn-Dmg/Rchg(45), Det'tn-Dmg/Rng(45), Det'tn-Acc/Dmg/EndRdx(46), RechRdx-I(46)
Level 47: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 49: Power Push -- Acc-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Heal-I(A)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- EndMod-I(A), EndMod-I(17), EndMod-I(21)
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I am going to say that is going to far. I do not think it is that rare and I am not sure what you mean by contrived. Honestly, in almost every case where you simply let someone else run in first and eat the alpha, any blaster can do fine in melee for a few seconds (yes, there are exceptions). That should not be a rare situation, although you are (and should be) contriving to make that situation occur.
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Quote:Most Veats I have seen play similarly to Blasters, mixing melee and range.What are the categories even for? Helping new players choose, mostly. Would it be helpful to a new player to put Blasters in the melee damage category? No, mostly it would be confusing/misleading. Blasters play very differently from everything else in the Melee Damage category. If part of the problem with Blasters is that people try to play them like Brutes, listing them in the same category as Brutes will only make that worse.
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If the category was armored or something, I could see it. But Blasters should be listed in the Melee Damage section (and they conveniently have a disclaimer in their description that they shouldn't stay there too long).
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I like Teleport.
A lot.
Too much, probably.
Way too much.
That said, I'd have no problem if they lowered the end cost and shortened the animation time. -
Quote:It should be noted that BIB provides damage mitigation and is in a set that has a lot of damage mitigation capability. Having a hold and slowing enemy recharge can be handy for using the melee attacks. Stacking Freeze Ray and Shocking Grasp on a boss can be huge. Ice/Electric is controller light and deals significant damage. It's practically the original dominator.Doing it this way where flares/ice blast would rarely come up but Blaze/BIB were being done every rotation, makes Blaze clearly better.
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Quote:Blaze + Flares is better than BIB+IB. Because you are looking at all 10 second base recharge attacks or greater, you really aren't likely to be able to run a repeatable chain with just those 4 attacks. But since you will need to mix in Aim and Build Up as well as Power Sink and possibly inspires, I still think you will be fine if you also mix in Flares now and again. Flares is also nice because you can use it when mezzed and because its base recharge is so low, it is very resistant to -recharge (the worst it can ever be made to recharge is 8.7 seconds). I should also point out that Fire Ball has good DPA for a blaster primary power, but a long recharge and of course, high end cost. I freely use Fire Ball even in an AV fight as a filler, much like I have suggested you should use Flares.If not, I think I would have to go with cold since IIRC Fire/ had no other decent single target DPA. Cold seems next in line with Ice Blast and Bitter Ice Blast, which together seem like they'd be better than blaze + anything else in fire blast but I could be wrong.
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What is really funny is that controllers, defenders, and corruptors all also have 4s and DOMINATORS ARE AT 3!
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I am always interested and continue to read the posts by those who have been making them. I know Fulmens and I have been reporting our progress in THB's thread.
I switched off my scrapper and switched back to my blaster. With SOs I have bumped my difficulty up to +1 / x 2. It is not going well, but I am going to persevere a little to see if it is just that I have not played without IO crutches for so long or if I can't handle that level with this build (maybe I just had a bad day, I made a lot of mental as well as fat finger errors). I do remember I sometimes had trouble on Unyielding for the first few levels after SOs, so it may just be too early to have switched (for me).
I am pretty sure Explosive Blast at 27 (once I get some slots) will also be a boon to the build. Without the +recovery IOs, I am really, really looking forward to 29 and Consume (I imagine from level 26 on I will have major end troubles due to using three AoEs too much). Do we get more inspiration slots at 25, I think so and I hope so, that may really help as well.
At some point I am going to switch to common IOs on both characters. I am guessing that will be ~27 and I will start to slot level 30 IOs. -
Something to chew on:
You might want to deal with a long chain where you toss in a lesser attack (or buff) to fill gaps as needed.
The basis would be Blaze-CB-HP-SG, but rotate in Flares, Aim, Build Up, Inspires, and Power Sink as needed/convenient.
Here is a build idea. (if you prefer less Hasten downtime, Spiritual or Agility can be swapped in for Musculature).
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Sonny Sparks: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 1: Electric Fence -- Acc-I(A)
Level 2: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(27)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(33), Ksmt-ToHit+(34), Krma-ResKB(40)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13)
Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15)
Level 14: Kick -- Empty(A)
Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(25)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-EndRdx/Rchg(29), RctvArm-ResDam(31)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 24: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 26: Super Jump -- Jump-I(A)
Level 28: Lightning Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(43), Stpfy-Acc/EndRdx(45), Stpfy-Stun/Rng(45), Stpfy-Acc/Stun/Rchg(45), Stpfy-KB%(46)
Level 30: Thunder Strike -- Oblit-Dmg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Rchg(50), Oblit-Acc/Dmg/Rchg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 32: Stealth -- LkGmblr-Rchg+(A)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36)
Level 38: Shocking Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42)
Level 44: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(46), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-+Res(Pets)(48)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Inferno -- Dmg-I(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Acc(43)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
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Blaster Gloom is a much nerfed version. The Brute and Corruptor versions deal almost as much DPA as the blaster version (with Fury, the Brute version is significantly better and Scourge at least makes the corruptor version equal). Hell, a solo defender does better DPA with Gloom than a blaster.
Quote:3) Almost every power in Dark Blast will take Siphon Insight for the same S/L defense bonus you get from Kinetic Combat (at about 1/5th the cost).
The DPA of Life Drain is pretty low, actually; not bad considering it is also a self heal, but choosing to use Life Drain WILL lower your damage potential. Siphon Life used to be like that but armored toons shouldn't have to trade damage for survivability... -
Quote:Fire/Elec is the best raw single target DPS a blaster can deal and they are no slouch for AoEs either! If you do not mind temporarily crossing to villain side, Scorpion Shield (Mace Mastery) is a nice leg up for Defense, although you can also build for defense with IOs and try to squeeze a resistance shield in as well. Cold Mastery lets you start with Defense while staying hero, but has FX that annoy some people.He is ancient and dusty though. He still has fitness selected as a pool. So I think what I'm going to do is take my netbook with mids to work tomorrow and try to pull every last drop of defense I can out of a fire/elec/??? blaster during my lunch break and any down time. See if I like it on paper.
Even on blasters that melee a lot, I'll often choose to build for Sm/Le/Range defense. Sm/Le defense covers a lot of melee attacks anyway. -
Edit: He he. While I typed all this you figured it out yourself.
Oh well, I'll leave it.
Quote:I think that is the more common use for DPA away from CoH, but here we use it to mean damage per animation (time). Once you really start to drill into performance, the amount of damage you deal per time becomes a key factor. If you chase performance, you build with recharge so you can use the attacks that deal the most damage per animation time.DPA is new to me. What exactly does that mean? - Wouldn't the actual DAMAGE be the damage per activation? As in, the amount of damage done when activating it? What is this 'other' damage per activation?
For example, say you have two attacks, attack A deals 100 damage and animates in 1 second and attack B deals 150 damage and animates in 2 seconds. Attack A deals 100 damage per second and attack B deals 75 damage per second. If you have 3 other attacks that all deal more than 75 damage per second, but you need to add one more attack in order to be able to attack non-stop, you would choose attack A, even though it deals less damage per activation, because it delivers more damage per animation time.
In your specific case, Cosmic Burst (at base damage) deals 59.1 damage per animation, while Shocking Grasp deals 84.26 DPA, and Energy Punch deals a delicious 103.2 DPA. An attack like Total Focus seems to deal a lot of damage (and per click it does) but, because it takes so long to animate, its DPA is a modest 57.68. -
Quote:Energy Punch is the best single target DPA a Rad/Nrg gets. Total Focus's recharge is too long to chain with just CB and BS anyway. With Power Boost you will be able to stun enemies for a long time.Which leads me to a new point for attack chains: Cosmic burst looks to be a better attack than shocking grasp in electric melee, is a hard CC, and recharges faster so no reason to even look at that power anymore. However, the first two electric melee powers are nearly identical to the first two energy melee powers, but energy melee stuns like cosmic burst does. Because Cosmic Burst has medium length animation, I think I'll even try to make Total Focus, Cosmic Burst, and Bone Smasher gapless. If -IF- that timing is possible, Total Focus obviously outclasses Thunder Strike for that short chain. Plus Rad/NRG look way better together than Rad/Electric.
I do want to point out that Shocking Grasp has a much higher DPA than Cosmic Burst and the other advantage to the short animation is that you can be doing something else faster. -
Quote:1) The best stalker/scrapper sets will out DPS the best blaster combinations, but you can still do very good DPS on a blaster.In todays game...
1) Can a blapper out dps (single target) a stalker/scrapper, or even get on par?
2) What SECONDARY set is the best for blapping?
3) What PRIMARY set could I use to mule the most defense sets?
2) /Fire, solid mix of single target and AoE melee attacks. /Elec is the best for raw single target DPS with /Nrg just a smidge behind. /Dark is solid and for spawn to spawn killing, with good utilization of Soul Drain, is very potent. /Mental has solid tools for survival as well as the impressive -regen debuff in Drain Psyche for taking on big game.
3) I would strongly encourage you to take and use at least two attacks (preferably three) from whichever primary you choose. Fire is the obvious best, take Blaze and Ball and preferably Flares as well. With Aim that is only 4 primary powers and they can all be used well from melee range (Rain of Fire can be a nice addition as well if you end up with room). If you choose /Elec as your secondary, Elec as the primary has very strong synergy and I recommend taking and using Lightning Bolt, Ball Lightning, Short Circuit, and Aim. Sonic provides excellent control options, often allowing you to blap very safely, I'd take at least Scream, Siren's Song, Screech, and Amplify (and recommend Shockwave as well). -
A possible solution would be to have enemies spawn a random distance (say between 30 and 70 feet) away from a player in a random direction and then run at the player, rather than have them just spawn right on top of you. Could make for more fluid fights, but it also could cause too much separation of leagues (although it could also cause aggro management and positioning tools to be more useful).
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Quote:Oh please. You better edit your post if you want people to buy that. You mentioned how Fire trounced Beam due to Blaze's better DPA and redraw.I did ? You must be psychic
I could have sworn I was trying to illustrate the problems weapon sets incur from redraw after aim and build up. Something that gets even worse when you have to use secondaries in your chain. In either case for archery or beam rifle the bulk of single target performance comes from the tier 3. Mostly because the high DPA tier 3s do a much larger proportion of the damage.
I am still wondering how you managed to go from a paragraph talking about the multiplicative effects of aim and buildup and the problems of redraw to what you were talking about.
Garent then said that Blaze is where every set gets trounced by Fire.
You then came back with this:
Your last paragraph provides all the context needed. You were not trying to include Archery in the woes of Build Up and redraw, but instead using it as a comparison point for tier 3s. No psychic powers were needed, you communicated your point well with the words you wrote.