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Why can't you just be happy they made Brutes to fill that role instead? You already received your wish and got the AT you desire. Why complain about a different AT?
I do agree that all the AT descriptions should be looked at though. Since they are fully integrating the alignment system into the character creation experience, all of them likely need to be updated. -
Quote:Actually, I think he is asking a different question. I think he is asking, why did the devs bother trying to help blasters in I11 if they were already a popular AT? Who cares if they were underperforming by that metric they made up (the rewards gained/time of the average player metric), if the AT was popular anyway? Does that metric even matter, since it did not seem to have an effect on the number of people attracted to the AT?I have no idea what you are talking about. The devs never balanced any archetype specifically based on popularity, nor did I or anyone else I can think of claim they did.
That seems to be the gist of his question, but I may be misinterpreting. -
Quote:Hmm. Perhaps you went even a step further than I was thinking, which is nifty as well. When you say, "designing the powers", are you specifically referring to creating your own powers and not just mixing dev designed powers? I did say the whole shebang and when I speak of needing to use current animations and FX, I can see how that could also imply creating whole new powers, but I wasn't actually thinking of going that far. I just meant combining existing powers in new ways.You understand that if I'm the one designing the powers, and I have no obligation to explain my design to the devs I just have to submit it for review, the odds of me getting really interesting things in there that only I fully appreciate are incredibly high. For them to not specifically ban me from such submissions, the devs would themselves have to be incredibly high.
But even still, I think many players would likely be able to figure out ways to utilize any powers and characters you would create.
I need to figure out how to find more monkeys to bang on keyboards so I can get another /Fire Manipulation made.
Quote:It is not up to him to find evidence. If you want to disprove someones statement, it falls on the disprovee to provide said evidence.
The devs are working on creating a freeform system. We will likely see it released late 2012. -
Quote:I don't know, comparing it to Shockwave it looks really bad to me.Quote:For some reason the devs decided to give RT a lower damage scale, with less effective control and double the cast time.
The design of RT is mind boggling.
Hell, I made this post in the Scrapper Issues thread almost a year ago now.
Quote:Balance: Repulsing Torrent's AoE size/damage/end/rech ratio does not match the forumla. Other similar cones with knock effects do not have this drawback.
Quote:RT is actually worse than that even. It does not have the damage debuff effect the other powers have and it also does not have the +damage portion when PS is active either. I am not sure why this range cone was so reduced by design, although the set is decently potent, so maybe it's to help the overall set balance.
RT is functional currently, but on the weak end. Just good enough for me to not want to skip it and just bad enough for me to sometimes (but rarely) feel bad about that choice.
Despite that, it is not fair to completely ignore it when discussing KM's AoE potential. The damage RT does is lower than I would like, but it is not negligible. I can understand skipping it. But you cannot skip it and then complain the set lacks AoE punch, since you did that to yourself. For me, I am KM/Fire, so Burst + Burn + BA is often enough, but I still find myself doing Burst/Burn/ jumping back for RT, which frequently kills another 2 or 3 enemies, especially useful when I failed to get full spawn collapse and for those baddies who run out of the Burn patch. -
Quote:OK. You may be right. OTOH, it does seem plausible that they could put a team on the planning stages (code time is locked up for several months, but likely would not be needed on this idea for several months anyway), without much impact on regular releases. When I look at from a man hours PoV, I likely wouldn't even want a team working on it full-time, at least not at first. All that being said, why are we the players even bothering to discuss the labor aspect? So many cases where players think something is plausible turn out not to happen and very many cases where players said nothing would ever happen have come to fruition.Ohhh I know the devs are capable of creating such a system.
do I think they can AND still do everything else we want them to do?
NO, so I'd rather they focus on stuff that can update the game rather than having no updates for nearly a year.
The devs would have to spend time doing it is a pointless discussion, since it is out of our realm of knowledge. Most everything brought up in the suggestion forum will take Dev time to do; should we shutdown this section of the forums? Should we only suggest stuff that will take 30 man hours or less? What is the limit on Dev time where we are allowed to weigh the pros and cons of an idea outside of manhours to accomplish?
For the last time, I completely understand and acknowledge that time to implement is a huge negative against a freeform system. There is no more reason to discuss that point, because it was conceded in the VERY FIRST POST in this thread.
People who continue to bring it up like they are the only people to realize this baffle me. -
Quote:I did not say it wasn't worth doing, I said it may not be worth doing (technically I said, "The concept of a more limited version of freeform I still think is worth exploring and discussing, even if it's not worth actually doing." How you read the "if" in that sentence could change its meaning, I guess. Consider this clarification). Ideas for expansion of the game are worth looking at more deeply, rather than dismissing with an /unsigned (not to say some ideas need a lot of discussion, some are more simple). I do not discuss it just to argue, but because I find it an interesting topic. The ability to perfectly tailor a character to my imagination would be fabulous. The variety that it could produce in game would be great. The potential pitfalls are real, which mean discussion and research are vital during any planning stage. Throwing your hands up in the air without seriously thinking about how to overcome the problems is repulsive.Why discuss something that's not worth doing? Personally that sounds like just a lot of hot air, and a waste of everyone's time.
One can argue both the pros and cons of an idea. I do not have to just argue the benefits of the freeform system and feel that it must be placed into the game and those who disagree are just reactionary. Nor do I just need to discuss just the negatives and say the idea could never be workable and insult those who desire change. Just because I like the current system, doesn't mean I would not like a new system. Just because a new system has real benefits, doesn't mean the drawbacks are worth those benefits.
Finally, whose time am I wasting? We are on a discussion forum about a game. Specifically we are in the Suggestion forum in a topic whose sole purpose is to discuss the idea of potential freeform character creation. So I discuss the concept of freeform character creation and advancement systems. But I am somehow wrong because I do not clearly park myself in one camp or the other and instead discuss the idea neutrally?
Quote:For every example that's been given for what some folks would "like to be able to do", I would think that creating new epic sets could possibly cover their needs or even new combo power sets.
Quote:IF you wanted to go that direction, free-form, I believe you'd have more dissension then even the i13 PvP changes created. It may, in some peoples minds, create added value, but as you pointed out this would create a higher level of complexity. A level of complexity that I think the average player would balk at. -
Quote:Now wait, that quote of mine was specifically in reference just to my totally crazy pay for the devs to approve a freeform design idea. That was not serious, which I thought was clear when I first said it since I mentioned, "Doesn't seem like it could be worth it, and of course human error is likely too risky to allow it, but it is an interesting idea."So, you were spending time playing "devil's advocate". Gotcha.
The concept of a more limited version of freeform I still think is worth exploring and discussing, even if it's not worth actually doing. -
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Well, I was never interested in that CoHSplasher thing until now. I actually like the picture, but will never be able to tolerate the brightness level since I know I can change it.
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Quote:You still have not given me that relevant quote where some Dev said anything like that this decade. You know, the decade where they let people play without paying? The one where they give crashless nukes on 90 second recharges to brutes and defenders and blasters and warshades and everyone else. The dev team that lets my blaster gain perma-mez protection, even against the exotic mezzes. These are the devs who want us to be able to easily switch some of our tools/skills much more dynamically than we could in the past. I want you to show me how you know they have thoroughly investigated this idea within the last 5 years (it seems likely they might have, but I want to know what you know so well).And yet that hasn't stopped you from continuing to argue for an idea that has been thoroughly investigated by the devs and discarded as unworkable.
Here, I'll give you chance to actually contribute to the real conversation. Point out 3 negatives of the idea, none of which can involve things you have zero idea about. No negatives based on dev resources, time, or skill, since you would just be completely guessing. Real drawbacks to the system that would need to be addressed if magic gnomes came in and created the system while the devs were sleeping. I'll even let you cheat and repeat ones others have already mentioned.
Also list 3 positives. What benefits could a freeform system bring? You can be very specific and small, it can be the tiniest, most minor positive, one that might even only affect you and the rest of us wouldn't even care you got the benefit from the system. -
Quote:Actually, my question was more along the lines of if they get a cosmic crap ton at lets pick $30 dollars a pop, they might be able to hire more people.You failed to quote this part of my post, which CANNOT just be glossed over:
...
It's irrelevant how much it costs, the devs STILL have to take time out of what they have to do to reveiw them, no matter how many they get. (I'd bet money even at 50.00 per submission they'd still get a cosmic crap ton with all the various powerset suggestions that have appeared in these suggestion forums over the years).
The idea was never intended seriously, it was more a thought experiment of taking the freeform idea to a far extreme. The entire logistics of it frightens me much more than the very real and terrifying balance concerns. The level of complication it adds to the UI is nearly incomprehensible, not to mention that the level of detail would be overwhelming and overwhelming is often not fun, especially when it is essentially just bookkeeping that is overwhelming (ever play a PnP game with people who were obsessively organized and thorough with their character records, this idea would be very appealing to them (maybe us, although I always thought my levels were high, but not excessive)). The simplicity of the AT system was always appealing to me. The fact that I can play a character with just SOs and/or cheap easy frankenslotting is very appealing (but I do also delve deeper into the inventions on many characters, so I obviously like complex sometimes too). The nightmare PR of people who can't get exactly what they want (because they want something way out of balance) after paying X bucks is mind-boggling. The level of haves vs. have nots it would introduce is at least of some concern. The system to catalog and store any approved concept and allow them to be browsed conveniently by potential buyers would be difficult to create (think how delightful it is to go through some of the long lists of costume options we have).
One thing that never occurred to me as a drawback would be that people would line up in droves to pay money for it. I did think it might not be sustainable. You might start off with a level of interest that was very high and allowed for the extra staff needed, but once initial concepts were codified the purchase levels could drop off to levels much lower than was workable. -
Quote:Is that the one where you pay 10 dollars to design a combination I could then purchase for 4 dollars? That seems like a win all around!At 10 dollars a review I'd be playing a completely different game from the rest of you within a month.
Quote:I always enjoy watching Memphis Bill or Arcanaville have a battle of wits with an unarmed person, and watching them both do it in the same thread is a real treat.
Just because you can type, doesn't mean it should be done. -
Quote:I too would like that. It would thrill me if Umbral Torrent is a 40/40 cone.I always thought Energy Torrent was close to the best I had ever used as far as cones, and it is 40/45. TT is 40/40, so if they put them all there, I would be happy with that. It would actually be shortening the line range in exchange for increasing the arc on most of them. Sounds fair (and more useful) to me. The narrow arcs are hard to use effectively unless they pretty much have ST blast range (Torrent with its 80ft range, but is it really that popular due to the KB?).
I picked up Torrent with my last respec when we got inherent fitness, I needed a power that would be useful at just the base slot and I figured knocking soemthing back into a Tar Patch would be occasionally useful. I am not unhappy, but I find its length is often a drawback. -
Quote:I prefer defenders over controllers because I like the blast sets. However, after level 32 non Mind controllers became very potent damage dealers, IME. Heck, Illusion and Fire controllers started earlier than that, even back then. True, before the pet swarm it was slower. I use to fight greens if I had to solo my Grav/Storm in IP or DA or TV, and even then it took forever. But once I hit level 34, soloing was easier than most defenders could do it. Freezing Rain and a GDS to disable every spawn while 3 Sings beat them down I could just Lift and GD any bosses. then I got LS too. Ill/Rads were pretty popular even by Issue 2. I used to head to the RCS and solo the up-level 3 boss Rikti spawns in Issue 4.Again, you don't know a thing about what you're talking about. You said "since Issue 0", however Containment (which is the only thing that brings controller damage above defender damage) was not in launch. It wasn't added until Issue 5.
Many people have long felt controllers outclass defenders, this is not a new phenomenon. I disagree, but Containment is not when Controllers got damage. -
Quote:Hmmm. See, if someone did that type of balancing a lot, it would actually be much easier than you may think. Naturally, tools to analyze balance would need to exist (but one would think they already have those now, since they need them for their own work). I still have to acknowledge the possibility for human error is large and the whole idea is likely untenable, but it is still fascinating to wonder about.Strat there is not enough hours in the day for the system you proposed at the end of your post.
The current mods/devs/community team don't have enough time to review things flagged in the AE or to release Dev's Choice arcs in anything that could be considered a timely manner.
I think having folks send in stuff for review would be impossible.
Of course, the original template players would interact with would have suggested guidelines, sample templates to compare with, and hopefully even allow for starting from dev made templates.
You worry about current dev time, how many a week do you think they'd get? If it cost 40 dollars to submit? How about 30 dollars, 20 dollars, 10 dollars? Any approved template would become part of the game that anyone could purchase for standard new powerset cost (or maybe a bit less since it is so very specific and not as applicable across concepts), the template submitter would get the unlock as part of the original cost. -
I am not wrong. They did not even consider Power Customization back in 2002. Had they, they may have designed the system differently. You mention concepts the devs discussed in 2006-2008 which BABs communicated with us. I can understand how you may have misunderstood what I was speaking about, but in context my quote was a response to your comment about work done in the very early stages of this games design and I clearly spelled that out when I added, "Neither of those points mean a lot 9 years later, just like the fact that they failed to make a good classless system a decade ago is not relevant, since almost everyone who would be involved in designing one now is different."
Quote:I can't believe you actually think this is a good idea. I'm being blunt when I say if you want to do that, you're looking at a *whole new game.*
And then let's have you try to balance it. Go ahead. Ignore the *experience* the devs had in alpha - it doesn't matter that it was a different dev team, they saw what the PLAYERS were doing.
Then try to fit it in "somehow" in the existing game.
You should keep in mind that I already said in this thread, "I am not really for this idea. I like the AT system and am plenty happy with the choices we already get." That does not mean I think the idea should be mocked and called impossible. This is the kind of work I actually love doing though. Most of the foundation is laid, now it requires significant work to frame up and finish. Of course, it is more work than I would do just for kicks (I have done similar work on game systems I got to actually play, but fully fleshing this out without even a potential payoff, seems masochistic). But I could start a thought process (although all the other systems I have designed have had the good give and take feedback of a friend or three, which makes it more interesting, rewarding, as well as better developed).
I envision maintaining ATs or at the least a structure that is extremely similar (maintaining current ATs would be my first choice, but in any concept phase you should at least explore other options). As an example of something similar, we can envision power groupings as they currently exist for ATs (leaving out the VEATs and HEATs for now):
Range Damage, Melee Damage, Mixed Damage (we can use this for both dom and blaster secondaries, just for simplicity), Buff/Debuff, Personal Mitigation, Control, Pet Summoning
Looking at those, we could consider the possibility that in a freeform environment, Mixed Damage need not exist, since the ability to mix powers from Melee Damage and Range Damage will likely already exist. We might want to purify some sets, taking things like Build Up, Power Boost, and Taunt out of the Damage sets and either creating a new Utility set or sets. We might re-organize some things, taking the attacks out of Pet Summoning and placing them into Ranged Damage. Pool powers may be rearranged and some powers could be merged into existing sets. VEAT and HEAT powers could either get their own sets, because those are story based powersets, or they could be merged into their appropriate categories.
I'd likely keep some form of thematic grouping of powers (fire, ice, dark, leeching, poison, firearms, etc.) or at least I would explore the concept before deciding against it. I may not make it the only method as it is currently, but I'd strongly encourage it with the new system. It may be easier to get powers with the same theme as powers you already have or some powers may have a requirement to have x number of powers in the same theme (in order to take Fulcrum Shift, you would need at least 4 other powers that leeched or buffed offense (Siphon Speed, Twilight Grasp, Fortitude, and Siphon Life maybe). I may place a limit on the number of possible themes you could take powers from, or I may just discourage choosing too many themes by adding drawbacks to doing so or just by incentivizing sticking to a small number of themes.
I would choose to keep some form of tiering of powers in place. I'd want to ensure that bread and butter powers are available early and that some of them were mandatory, or at least nearly mandatory. The current system does a reasonable job of this and it is an important element of design. Certain powers would have level limits and/or require a certain amount of lower tier powers taken first. I might enforce taking more Damage powers than the current system does through tiering.
I'd likely limit the number of sets you could choose from. I might even make some sets mutually exclusive or, less restrictively, make it so choosing one set or by choosing a certain combination of sets you may be limited in how much of another set you can take. A simple possibility to consider based on the current AT system: You choose one set as a primary and one as a secondary and maybe we add the possibility to choose one as a tertiary. The tertiary set rules would be significantly more restricted (possibly including any of the following, outright limited power choices, limited tier level, limited ability to choose outside of thematic guides, limited effect of chosen powers, etc.). In keeping with current ATs, we could limit Ranged Damage and Personal Mitigation, choosing Ranged Damage means Personal Mitigation cannot be a primary or secondary choice (and vice versa). Maybe we would limit Personal Mitigation and Control similarly. A lot would need to be thought about in this venue.
All of the above so far has ignored the ground level of ATs, their base mods or stats. Would we create a system where people choose a current AT base which then limits the primaries/secondaries they could choose? Maybe a point system of some kind? What about inherents like fury and domination and criticals?There would need to be a lot of brainstorming and working on ideas and rehashing of ideas here, just like in all facets of any freeform concept.
If I were creating it to add to this game, my goals would be: Do not invalidate any current character; plan big, but release small and steady, and be willing to say here we stop, go no further. I'll say again, done well, a current AT based character would be no better or worse than a "freeform" made character. I'd have a system laid out that in principle could totally replace the current character creation system, but I'd release it in bites as small as possible while still keeping the current creation system online as well; this way current users are not jarred by a totally new creation/advancement system and you get to test smaller pieces of the system and thus get a better judgement into how far you should go. This is the type of system where I would in some ways be more restrictive than current Dev designed sets are, at least at first release (which is another reason to keep the current system online, as it may allow for options a freeform system cannot). As an example, a Claws or Spines scrapper may be impossible to craft in a freeform system at first, better to err on the side of caution then allow people to craft melee/armored based characters with that type of range power in a freeform system.
That is a basic rundown of some places where I would start discussion and design layout. Plenty of concerns exist about such a system and each of them would need to be addressed. The longer you get to look at it, the more you may think of and can make conscious choices about. Peer review would be huge, after such a thing would be laid out and worked on and hammered around, getting some outside looks into it would be vital.
Quote:And you, and many others, come across as though "Oh, anything can be added, balance be damned, nothing takes time or money or manpower, we can have it all and there's no reason it can't just be punted out the door next week."
Actually, the modular, team based structure Paragon Studios has is perfectly set-up for exactly this type of long-term work while still maintaining steady content releases. I imagine that is one of the benefits they saw in making such a disruptive organizational change. That does not mean I think it is necessarily worth doing a more freeform system, but I do think it is worth considering.
Quote:Or better yet, write your own - and see what happens. See just how vanilla and boring you have to get to have any semblance of balance, either solo or in teams. There's a reason MMOs end up with classes by the time they go live. COH isn't the only one to try to get away from it early.
Quote:But I'm NOT limited to choices made by someone else. I have a range of powers to use, a range of pool powers to add on to them, and a wide variety of slotting.
By using these pre-BALANCED sets, I don't have to worry about making a character incapable of soloing because (say) my made-up "Melee/debuff" set can't close with anything more threatening than a Skull minion without getting held and killed.
And by knowing the baseline capabilities of characters in general (or specific ATs,) the devs are free to work on more challenging content (as opposed to "Well, is this unsoloable by so-and-so's custom character?")
That being said, I feel we have TONS of options currently, especially when you take into consideration temp powers like the Revolver and Gabriel's hammer. Knowing little of the financials, long-term design goals, or general community desire for such a system, I will not judge whether or not more freeform power selection should be worked on. I do think it is a viable topic for discussion and suggestion.
Quote:Know when I'll take the freedom to design my own character? When I'm playing a PnP game with a live GM who can alter things on the fly for the individual characters and specific party makeup. That is NOT doable in an MMO.
I wonder how many requests per week would pour into the dev's office if they made some kind of template where you had true and total freeform design fiat, HP level, power choice, power effect mods, the whole shebang, a completely custom character (OK, mostly custom, you would still have to choose from current animations and SFX), but in order to submit it you had to pay X dollars and Paragon Studios would make any changes they deem necessary and then send it back to you and enable you to play it (or maybe allow for one or two rounds of back and forth). Doesn't seem like it could be worth it, and of course human error is likely too risky to allow it, but it is an interesting idea. -
Even with IH active and lots of set bonuses and the +regen procs, you will only really be pushing 1600-1800%. That still gives loads of room for outside buffs to be helpful.
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More importantly, the lame excuse not to port Empathy to corruptors is dead.
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Quote:On my Dark/Dark corruptor I always just thought of it as my lower damage control power was larger and in order to deal extra damage I had to narrow the focus a bit.Yeah, I never will understand the logic of having sets with multiple cones, of multiple varied size.
Granted, Nightfall is only 18% more damage than TT.
I would be fine if they chose to normalize the cones only if they chose to make them all the same as TT. I would be very unhappy if they shrank the arc of TT. I'd rather TT stay wide and NF stay narrow than have them all change to be a 30 degree arc, for example. -
Quote:Indeed. Trying to reconcile Controller Dark Miasma with the new Dark Control set is likely why Dom proliferation has to wait. While I like the idea of Fearsome Stare in the Assault set, in the past all Dom Assault sets have gotten a solid self buff. It would be interesting to have a set without a self buff (and I guess we could call Siphon Life a self buff of sortsThen you'd also have to show us your Controller's version of Dark Miasma.
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First I collect friends and SG mates (and I move to Pocket D).
Then I announce in global channels and Pocket D broadcast. I normally set a start time as well, and I keep to that time (on very rare occasions I have dleayed it, because someone is logging in or someone crashed just as we approached the time). My message in the global channels might be, "Forming a Keyes trial in Pocket D. We launch in 12 minutes."
I open the Find window, narrow the search to 41-50 and start sending teels to levels 50s who are not already teamed (or who have something in their search comment that indicates they may want me to send them a tell even if they are teamed). If the response from my global/broadcast announcements is large enough, I will likely skip this step.
I inform my league every 3 or so minutes of the time left to start. I will usually repeat my global channel message 2 or 3 times after the first message, continuing to include the start time, "Keyes trial forming in Pocket D. 4 minutes to Go time." I also inform the league that I will be giving instructions during the wait for the queue (I may do this 2 or 3 times so people who are added also get to see).
Once my timer beeps, I put us in the queue and inform everyone I put us in the queue (and I start the timer again at 5 minutes). I announce in globals and broadcast that a trial has been queued so that others can choose to join if they wish, "A Keyes trial league has just been queued. To join, press LFG, select the Keyes trial, and Enter Queue. 5 minutes until green button." I inform the league at 3 and 1 minute left of the time. I'll usually make one or two more announcements in global that people can join the queue and get a place on my open league. If I feel I need to give any instructions on how we are going to run the trial, I'll use this time.
Once the green button appears, I'll make another instruction or two if needed and press the button. During the trial, I try to give my instructions ahead of time. I much prefer to say, "All charge Nightstar," or "Wait at Tennis Courts, character X is pulling Nightstar, " while there are still 8 to 10 Warworks left to kill, rather than waiting until after they are all dead. -
That would make it about as damaging as Blaze, with a hold; although it will likely have Petrifying Gaze's animation time (which is the same as Incinerate's time, coincidentally), which means its DPA would still be way lower than Blaze and slightly lower than Bitter Ice Blast and TK Blast.
Honestly, it seems unlikely, but it is not out of the realm of possible. -
Quote:I am not going to provide proof of anything. I will throw some numbers out and let others draw their own conclusions. What higher levels of recharge can do on IO + Hasten builds others will have to calculate if they desire.If you wan't to say other AT's do more damage than blasters, you'll need to prove it. Go ahead, I'll wait.
The best blaster combo will be Fire/Elec. I will not do a repeatable chain at this point, just a basic attack sequence a blaster might do.
Level 40 common IOs slotted
1 Acc, 2 Dam, 2 Rech, 1 End Red slotted. (Flares has 3 damage and just 1 recharge)
I'll just add in 40% damage across the whole chain for Defiance and the DoT will be averaged in.
Shocking Grasp-Blaze-Charged Brawl-Havoc Punch-Flares
Total sequence time - 6.34 seconds
Power = Name of Power
Dam = Damge per Activation
DPA = Damage per Animation Time (in the total row, it is the DPA for the sequence)
BuD = Damage per Activation after hitting Build Up
BuA = Damage per Activation after hitting Build Up and Aim
Code:Power Dam DPA BuD BuA Flares - 150 126 213 253 Havoc Punch - 313 182 458 548 Shocking Grasp - 217 182 317 379 Charged Brawl - 236 223 345 413 Blaze - 409 344 598 716 Total - 1325 209 1931 2309
Level 40 common IOs slotted
1 Acc, 2 Dam, 2 Rech, 1 End Red slotted. (Flares has 3 damage and just 1 recharge)
I'll just add in 40% damage across the whole chain for Defiance and the DoT will be averaged in.
Flares-Blaze-Fire Blast-Flares-Electric Fence
Total sequence time - 6.73 seconds
Code:Power Dam DPA BuD BuA Electric Fence - 135 103 198 237 Fire Blast - 200 109 293 351 Flares - 150 126 213 253 Flares - 150 126 213 253 Blaze - 409 344 598 716 Total - 1044 155 1515 1810
Now for a solid armored set, brute Mace/Shield/Mu.
Level 40 common IOs slotted
1 Acc, 2 Dam, 2 Rech, 1 End Red slotted.
I set Fury to 65 and AAO to having 5 people in range.
Clobber-Jawbreaker-Pulverize-Shatter-Mu Lightning
Total sequence time - 8.98 seconds
Code:Power Dam DPA BuD Shatter - 327 130 403 Pulverize - 235 137 290 Jawbreaker - 281 142 347 Mu Lightning - 189 144 233 Clobber - 419 288 516 Total - 1451 162 1789
A more damage focused armored set would be a Fire/Shield scrapper.
Level 40 common IOs slotted
1 Acc, 2 Dam, 2 Rech, 1 End Red slotted.
Ignoring criticals, but including an average for the DoT on FS and GFS.
Fire Sword-Incinerate-Gr. Fire Sword-Cremate
Total sequence time - 7.00 seconds
Code:Power Dam DPA BuD Fire Sword - 219 138 318 Cremate - 285 166 413 Gr. Fire Sword - 403 161 583 Incinerate - 349 189 506 Total - 1257 180 1820
If others want to spend more time, they can compare Nrg/Nrg blasters and Kat/Elec scraps or maybe Archery/Fire blasters and SS/FA brutes or possibly Claws/Inv Brutes and Elec/Devices blasters.