it also depends on the situation too. If in an Alpha Strike situation, a max Charge is generally a great way to say hello to the neighbors. However in a fight with a heavy hitter (and no I'm not referring to the New Purple Gang member class. I mean the Master Villains and up), fighting with a lot of taps or 50% charges are really helpful in dealing with the situation.
Is it best to charge powers 100% or just tap it? Does it vary power to power?
It does depend on the power : some charging powers that we're choosing for their effects (buff, debuff, cc, etc...) and some others for their spike damages.
One example : Arc of Ruin :
-full charge gives you 100% chance to apply an AoE damage debuff (Disorient)
-a tap with the advantage allows you to apply a resist debuff (No Quarter).
Then, and depending on your other powers, sometimes you may want just the AoE resist debuff (to set up for your 2nd AoE) or the full charged Disorient debuff (to set up for Eruption power, for example).
As many have chorused in here it depends on the power and the situation (you might not want to fully charge a power when the mob is about ti die right?) but also, it depends on your build!.
Let me elaborate quick.
Tapping offers the highest dps, but the highest eps (energy per second) so its quite energy inefficient. Charging 100% its the complete opposite, offers the lowest dps but the lowest eps. So considering how energy hungry is your build and how easily you can build up that energy comes into consideration as well.
And also specializations play a role in here. If you happen to have the Setup specialization from the Brawler tree or the Preemptive Strike from the Avenger tree, since you are pumping the base damage of your next hit, you want your next hit to hit as hard as possible (personal favorite in here ) so you want to charge that hit to 100%.
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[SIGPIC][/SIGPIC]
Click up there if you want to find more about the costumes behind my heroines.
Gust (and actually most of the wind powers I believe) are some of the few powers that have higher DPS on full charge than tap.
There are ways to calculate whether a charge or tap is better. First, go to a reference website, or just copy numbers down from your own power. In the case of the former, we get these:
...
Cost 23-38 Damage 212-453
Activation Time .67 sec
Charge Time 0.83 sec
...
These underlined traits are what we're after.
After you got those down, take the minimum damage listed, and divide it by activation time:
212/0.67 = 316.417
That's DPS done on tap. Then, take the maximum damage listed, and divde that by activation time, PLUS charge time.
0.67 + 0.83 = 1.5
453/1.5 = 302
Apparently I got that backwards, so Gust does a liiiiitle more damage on tap than full-charge!
The way to use it, then, would be pretty much as you described it - Start off a battle with a full-charge gust, then tap into oblivion for maximal damage.
Tapping offers higher DPS on paper. In practice it seems impossible to get the number of taps you should be getting in a given span of time.
For example, in the span of a 15-second Ego Surge you should theoretically be able to do 30 Ice Blast taps at 0.5s per tap, but we were getting 23 Ice Blast taps instead.
Comments
Let me elaborate:
Basically, you want to look at the initial effect vs the charged effect with respect to time and cost.
It does depend on the power : some charging powers that we're choosing for their effects (buff, debuff, cc, etc...) and some others for their spike damages.
One example : Arc of Ruin :
-full charge gives you 100% chance to apply an AoE damage debuff (Disorient)
-a tap with the advantage allows you to apply a resist debuff (No Quarter).
Then, and depending on your other powers, sometimes you may want just the AoE resist debuff (to set up for your 2nd AoE) or the full charged Disorient debuff (to set up for Eruption power, for example).
Unless you're using something like the advantage on Demolish, which scales with charge time.
@flamingbunnyman in game. Formerly @Roderick in City of Heroes.
Let me elaborate quick.
Tapping offers the highest dps, but the highest eps (energy per second) so its quite energy inefficient. Charging 100% its the complete opposite, offers the lowest dps but the lowest eps. So considering how energy hungry is your build and how easily you can build up that energy comes into consideration as well.
And also specializations play a role in here. If you happen to have the Setup specialization from the Brawler tree or the Preemptive Strike from the Avenger tree, since you are pumping the base damage of your next hit, you want your next hit to hit as hard as possible (personal favorite in here ) so you want to charge that hit to 100%.
[SIGPIC][/SIGPIC]
Click up there if you want to find more about the costumes behind my heroines.
There are ways to calculate whether a charge or tap is better. First, go to a reference website, or just copy numbers down from your own power. In the case of the former, we get these: These underlined traits are what we're after.
After you got those down, take the minimum damage listed, and divide it by activation time:
212/0.67 = 316.417
That's DPS done on tap. Then, take the maximum damage listed, and divde that by activation time, PLUS charge time.
0.67 + 0.83 = 1.5
453/1.5 = 302
Apparently I got that backwards, so Gust does a liiiiitle more damage on tap than full-charge!
The way to use it, then, would be pretty much as you described it - Start off a battle with a full-charge gust, then tap into oblivion for maximal damage.
For example, in the span of a 15-second Ego Surge you should theoretically be able to do 30 Ice Blast taps at 0.5s per tap, but we were getting 23 Ice Blast taps instead.
See: http://co-forum.perfectworld.com/showthread.php?t=228311
Best advice I can give is to download a parser and test yourself.
You can find one here: http://sourceforge.net/projects/combatlogparser/files/Executable/ (Use version 0.1, 0.2 only works with STO. Not sure about NWO)