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  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited January 2015
    I did have to do some weird stuff to maintain the cost of conduit and not compromise my build, and I have yet to try this in a live setting. Still though, a bit sketchy.

    Celestial is in that awkward spot where it's not really allowed to be good at anything because of the powers having a dual nature. If it became more specialized maybe.
  • aiqaaiqa Posts: 2,620 Arc User
    edited January 2015
    That is why I want illumination to be required for good performance, it forces you to get two powers for one power to perform well in two ways.
  • vonqballvonqball Posts: 940 Arc User
    edited January 2015
    This is great. Love that folks put in the time to perform and post these kinda tests.

    When I was putting together my speedster, I tested the activation and animation times of all the melee "click" attacks. I wanted to chain the fastest together into a whirling, spastic blender. I found out that day that the power descriptions have very little to do with reality. Frustrating!!!!
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited February 2015
    Power: Iron Chain
    Passive Used: Earth Form
    Rotation: Demolish -> Iron Chain
    Thoughts: Inferior version of Lash. Demolish hikes up its delay considerably.
    iron_parse2.jpg



    Power: Iron Chain
    Passive Used: Earth Form
    Rotation: Iron Chain
    Thoughts: Including a no debuff version. While adding in Demolish does increase output, it's a pain to flip between melee and range and likely won't be that much of an increase under actual game encounters.
    Edit: Updated parse as original one had a faulty delay.
    iron_parse.jpg



    Power: Stone Shot
    Passive Used: Earth Form
    Rotation: Demolish -> Half Charged Stone Shot -> Stone Shot x12
    Thoughts: Half charge is there to refresh concentration. The power roots you which makes moving into melee to apply demolish difficult. I think Stagger could use some work.
    stone_parse.jpg



    Power: Stone Shot
    Passive Used: Earth Form
    Rotation: Stone Shot
    Thoughts: Without the debuff.
    stone_parse2.jpg
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited February 2015
    Power: Iron Cyclone
    Passive Used: Earth Form
    Rotation: Demolish -> Iron Cyclone
    Thoughts: So what this is telling me is if you want to go Might chains go Iron Cyclone all the way. Unless you really want the knockback adv on Iron Chain, which requires you to be enraged to get the most benefit, when chains don't scale off of melee damage. I think chains could use the strong arm adv too.
    ironc_parse.jpg



    Power: Shockwave
    Passive Used: Electric Form
    Rotation: Shockwave
    Thoughts: Looked into Sonic Boom Generator for a sonic debuff. Sadly it's only 10% for 8 seconds, not worth it. Damage is pretty low, but power is considerably cheaper than most maintained aoes.
    shock_parse.jpg
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited February 2015
    Lash's test has the benefit of 3 DoTs and a stronger debuff than for Iron Chain (not factoring any delays having to deal w/ being in melee at least sometimes). A 1.0 sec avg delay is a bit long for Iron Chain; I'd expect it to be closer to 0.9 sec or so, ala Lash's result.

    I do notice if ya get Meteor Hammer that Iron Chain gets all weird w/ its anim and is def bugged for its charge dmg, so maybe that bug tied into it being a bit slower? Haven't tested them yet to know for sure.

    Iron Cyclone being higher dps than Iron Chain at the same rank is hilarious, and also saddening (not surprising now that I look at their base numbers- counting activation delays hitting Iron Chain really hard vs. a maintain like Cyclone).

    Stone Shot and some other blasts are turning up low here. Not really surprised at that tbh.

    Nice tests, Kaiz.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited February 2015
    Alrighty, so I checked out the Meteor Hammer adv on Lash and Iron Chain. Both of their animations break, but in different ways. Lash will often skip the animation if tapspammed, Iron Chain stops animating if you tapspam it. However both of their delay times come out to .87, which got me scratching my head. I went back to Iron Chain and thought maybe certain ranks were broken and retested the power. I now got a .87 delay for the normal ranks as well.

    This is really strange because I redid the Iron Chain parse twice initially as I thought something went wrong the first time I saw the 1 second delay. Second time I got the same results so I didn't inspect any further. Testing conditions did not change, so maybe I hit a lag spike while testing Iron Chain at first? PTS isn't too well known for those but I can't think of anything else.

    Redid Iron Chain + Demolish but the delays remained the same. Updated the initial post.
  • aiqaaiqa Posts: 2,620 Arc User
    edited February 2015
    The only real use I ever saw anyone get out of single target chains is for it's ranged bleed application adv to use with reaper's embrace.
    Apart from that one use, I doubt they'll see much use even with a strong arm adv since dps will still be bad.

    Since the tests are now getting to having demolish as a debuff, I do have a request to test demolish all by itself (r3 and r2+adv).
    It would be good to see if an additional power does actually have a positive over spamming demolish.
    I suspect that could lead to funny conclusion like "the best use of uppercut for dps is not using uppercut at all".
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited February 2015
    aiqa wrote: »
    I suspect that could lead to funny conclusion like "the best use of uppercut for dps is not using uppercut at all".
    Eh, you need something to build and maintain enrage stacks.
  • aiqaaiqa Posts: 2,620 Arc User
    edited February 2015
    Eh, you need something to build and maintain enrage stacks.

    As far as I understood, these tests are intentionally only about raw damage and not about mechanics. And you only need to build enrage if you are actually using enrage, either MA forms or IDF do not need any additional powers.

    Of course the build would have to be changed from EGO to STR to properly test melee attacks. So for ranged builds using demolish for debuffs things can be a bit hard to compare.

    Also keep in mind that even if you do add in mechanics there is a question of what power you are actually testing and/or would use optimally during normal play. If you have demolish and <some other power> anyway, and do <some other power> spam with demolish only for the debuff you can call that a <some other power>-test. But with those two powers in a build and when your dps would be better with spamming demolish while using <some other power> for building/maintaining enrage/concentration stacks, I would call that a demolish test.
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited February 2015
    Melee abilities will be done after I'm done getting through ranged.
    I don't think Uppercut would score lower, since it gets that nice KB bonus damage.
  • aiqaaiqa Posts: 2,620 Arc User
    edited February 2015
    kaizerin wrote: »
    Melee abilities will be done after I'm done getting through ranged.
    I don't think Uppercut would score lower, since it gets that nice KB bonus damage.

    Ah ok I'll just need to be patient then. :smile:
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited February 2015
    SNRs and/or lag have messed up a number of my tests in the past (it'll happen more often if its over the Winter due to Cable + bad weather); I guess that could be the issue w/ the chain testing here. Still very odd stuff..

    0.87 sec for Iron Chain seems closer to what it should be for a 0.67 listed activation w/ the input delay added. I would be inclined to support that result.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited February 2015
    Power: Hurricane
    Passive Used: Stormbringer
    Rotation: Hurricane
    Thoughts: Hurricane wound up being a lengthy test as I wanted to see if stacking up debuffs of appropriate types was worth it. Here's Hurricane all by itself, pretty high damage for a mobile wide range aoe.
    hurr_parse1.jpg



    Power: Hurricane
    Passive Used: Stormbringer
    Rotation: Firesnake -> Hurricane
    Thoughts: Firesnake seems worth it.
    hurr_parse4.jpg



    Power: Hurricane
    Passive Used: Stormbringer
    Rotation: Demolish -> Firesnake -> Hurricane
    Thoughts: Demolish and Firesnake not so much.
    hurr_parse3.jpg





    Power: Hurricane
    Passive Used: Stormbringer
    Rotation: Firesnake -> Hurricane
    Thoughts: So this was a thrown out parse, although picking through the data trying to find out what went wrong brought my attention to some faults about Hurricane's split damage. Inspecting the individual hits shows that the crushing portion of Hurricane is at 16% res, which indicates it's not taking into account DUC.

    The hits on this one don't add up. The second parse is at 2,638 hits, while this one is at 3,946. The conditions did not change between the two parses. The delay on this one is wrong, it should be .21. How this happened, I'm not sure. What's extra odd is I got this result twice.
    hurr_parse2.jpg
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited February 2015
    Power: Typhoon
    Passive Used: Stormbringer
    Rotation: Firesnake -> Typhoon
    Thoughts: Based on my findings for Hurricane I decided Firesnake was the optimal debuff choice on this. Pretty good for a cone, was difficult supplying the energy. Although it's a little sad that Hurricane comes pretty darn close to this.
    typhoon_parse.jpg



    Power: Wind Breath
    Passive Used: Stormbringer
    Rotation: Wind Breath
    Thoughts: Not much to say about it, although I always found this good for a wolf character. KB adv on it is handy for rage stacking.
    wbreath_parse2.jpg



    Power: Wind Breath
    Passive Used: Stormbringer
    Rotation: Demolish -> Wind Breath
    Thoughts: Demolish doesn't seem worth it.
    wbreath_parse1.jpg



    Power: Wind Breath
    Passive Used: Stormbringer
    Rotation: Fire Snake -> Wind Breath
    Thoughts: Firesnake didn't add all that much either. Split damage types can be a bit obnoxious when it comes to picking debuffs.
    wbreath_parse3.jpg
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited February 2015
    Power: Vicious Cyclone
    Passive Used: Fiery Form
    Rotation: Firesnake -> Vicious Cyclone
    Thoughts: You just keep showing up Might Chains.
    vcyclone_parse.jpg



    Power: Fire Breath
    Passive Used: Fiery Form
    Rotation: Firesnake -> Heat Wave -> Fire Breath
    Thoughts: Debuffs really helped this one out. Pretty good damage, but least amount of utility amongst the breath attacks.
    fbreath_parse.jpg



    Power: Venomous Breath
    Passive Used: Fiery Form
    Rotation: Firesnake -> Venomous Breath
    Thoughts: For all its utility venomous breath does decent damage too. The poison adv + a bleed applicator would likely net more damage.
    vbreath_parse.jpg



    Power: Frost Breath
    Passive Used: Fiery Form
    Rotation: Firesnake -> Frost Breath
    Thoughts: The only breath attack that has scaling damage based on the maintain time.
    frbreath_parse.jpg
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited February 2015
    Just a shot in the dark concerning the 2 odd Hurricane results- is it possible that ya were hitting >1 target (like the destroyable objects or the kill-able dummies below) accidentally for those tests? Large sphere pbAoEs can be a bit finicky like that.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • aiqaaiqa Posts: 2,620 Arc User
    edited February 2015
    It would not surprise me if spamming hurricane just makes it bug at some points, there are quite a few powers that start to behave oddly after a while when they are constantly spammed.
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited February 2015
    Definitely no on the destroyable object, double checked the logs looking for that.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited February 2015
    kaizerin wrote: »
    Definitely no on the destroyable object, double checked the logs looking for that.
    Thanks for checking, but can you confirm the same for the other test dummies?

    M9ph8dq.jpg
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited March 2015
    (haven't forgotten about this, been occupied with other things, will hopefully get some more logs up soon)

    And it would appear that hurricane was hitting the lower targets, good catch.
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited April 2015
    Power: Ebon Rift (Vengeful Shadows)
    Passive Used: Shadow Form
    Rotation: Ebon Rift
    Thoughts: This power does not trigger concentration. I was using Lifedrain to maintain concentration when Rift was on cooldown, which has been cut from the log. Like all 'pet' powers DUC does not work with this. Interesting that Vengeful Shadows can crit, definitely better than R3 of this power.
    erift_parse.jpg



    Power: Ebon Ruin
    Passive Used: Shadow Form
    Rotation: Ebon Ruin
    Thoughts: About where I expected it to fall.
    ebonruin_parse1.jpg



    Power: Ebon Ruin
    Passive Used: Shadow Form
    Rotation: Ego Blade Breech -> Ebon Ruin
    Thoughts: Not really ideal and under normal circumstances would likely drop your damage (frankly it's not worth it under ideal circumstances), but placing it up here since it's the only worthwhile dimensional debuff.
    ebonruin_parse2.jpg
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited April 2015
    Power: Shadow Embrace
    Passive Used: Shadow Form
    Rotation: Shadow Embrace
    Thoughts: Back in the day Shadow Embrace could knock cosmics. This was really annoying in Teleios Tower when someone would knock the Ultimate Mind into the water.
    shadowembrace_parse1.jpg




    Power: Shadow Embrace
    Passive Used: Shadow Form
    Rotation: Ego Blade Breech -> Shadow Embrace
    Thoughts: With the debuff.
    shadowembrace_parse2.jpg




    Power: Lifedrain
    Passive Used: Shadow Form
    Rotation: Lifedrain
    Thoughts: Not bad damage for a power that has strong healing output.
    lifedrain_parse1.jpg




    Power: Lifedrain
    Passive Used: Shadow Form
    Rotation: Ego Blade Breech -> Lifedrain
    Thoughts: With the debuff.
    lifedrain_parse2.jpg
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited April 2015
    Not much to add since these tests are pretty cut and dry, and somewhat along what I suspected. I think most people would just be using ER's ParaPara debuff when using the Ranged dimensional attacks, instead of EBB's debuff- its just more convenient in practice anyways.
    Thanks for the added tests.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited April 2015
    Yeah a lot of these are going to be boring since there aren't ideal loadouts beyond spam the one power (some interest might come when I get around to power armor).
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited May 2015
    Power: Assault Rifle (Mow 'Em Down)
    Passive Used: Kinetic Manipulation
    Rotation: Assault Rifle
    Thoughts: Pretty good damage.
    assaultrifle_parse.jpg




    Power: Gatling Gun
    Passive Used: Kinetic Manipulation
    Rotation: Gatling Gun
    Thoughts: Gatling Gun seems finicky with DUC.
    gattling_parse.jpg





    Power: Submachinegun Burst
    Passive Used: Kinetic Manipulation
    Rotation: Submachinegun Burst
    Thoughts: Nothing to note here.
    smg_parse.jpg




    Tried to do Lead Tempest but its massive range makes this difficult with all the boxes around.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited May 2015
    Gatling gun has 4 hits every 0.5 seconds; those numbers look like two of them are getting the DUC or something.
  • crypticbuxomcrypticbuxom Posts: 4,630 Arc User
    edited May 2015
    Is this data useful for comparing powers of the same tier and type? Such as maintain T1 powers and T3 burst powers for example. Just to compare which powers simply fell behind because of balance neglect.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited May 2015
    Gatling gun has 4 hits every 0.5 seconds; those numbers look like two of them are getting the DUC or something.

    Yeah that was discovered a while back by Quasimojo; apparently not all ticks of Gatling Gun (or Storm of Arrows) benefit from -resist as they should:

    co-forum.perfectworld.com/showthread.php?t=280441
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited May 2015
    Got bored of range.



    Power: Massacre
    Passive Used: Way of the Warrior
    Rotation: Shred Combo (Penetrating Strikes) -> Massacre
    Thoughts: Massacre gaining bleed refresh and Shred gaining Shredded really brought it up in the ranks. I rather wish Unstoppable benefited bleed damage as it would be a nice passive for this. Something to note, bleeding usually does not benefit from DUC. I'm not sure why it sometimes does, but it would appear that refreshing bleeds causes DUC to work even less with them (as seen in the lower logs).
    massacre_parse.jpg




    Power: Bite
    Passive Used: Way of the Warrior
    Rotation: Shred Combo (Penetrating Strikes) -> Bite
    Thoughts: Very good damage for such a low tier power, sadly Massacre and Shred renders it pretty pointless.
    bite_parse.jpg





    Power: Shred (Penetrating Strikes)
    Passive Used: Way of the Warrior
    Rotation: Shred Combo
    Thoughts: Also very good damage for a power that's dirt cheap in cost.
    shred_parse.jpg





    Power: Frenzy
    Passive Used: Way of the Warrior
    Rotation: Shred Combo (Penetrating Strikes) -> Frenzy Combo
    Thoughts: Its advantage is not on the base layer so it's not worth using. I would say the damage is solid for an aoe, but melee cones are basically single target attacks with how limited they are. Not bad single target damage for how cheap in cost it is.
    frenzy_parse.jpg
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited May 2015
    Power: Haymaker
    Passive Used: Unstoppable
    Rotation: Demolish (Below the Belt) -> Haymaker Full Charge x4
    Thoughts: That Max Hit. I do find it interesting that it's falling slightly below Massacre, as my old previous tests had it slightly above. Perhaps macroing rotations had something to do with it.
    haymaker_parse.jpg
  • wingedkagoutiwingedkagouti Posts: 566 Arc User
    edited May 2015
    kaizerin wrote: »
    I would say the damage is solid for an aoe, but melee cones are basically single target attacks with how limited they are.
    Melee cones benefit greatly from taking a second or two to reposition yourself if there are multiple (mobile) opponents.
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited May 2015
    Melee cones benefit greatly from taking a second or two to reposition yourself if there are multiple (mobile) opponents.

    mm, I disagree. The time it takes you to realign and squish the mobs into your cone you could be doing just as well using single target. Melee cones are pretty lackluster when you realize the high damage massive range aoes exist.


    Power: Demolish w/below the belt adv
    Passive Used: Unstoppable
    Rotation: Demolish (Below the Belt) full charge
    Thoughts: R2 w/adv + full charges wound up having the same DPS as R3 taps. R3 taps is way too energy intensive.
    demolish_parse.jpg




    Power: Uppercut
    Passive Used: Unstoppable
    Rotation: Demolish (Below the Belt) -> Uppercut full charge x6
    Thoughts: Solid, but doesn't do much more over just using Demolish.
    uppercut_parse.jpg




    Power: Beatdown
    Passive Used: Unstoppable
    Rotation: Demolish (Below the Belt) -> Beatdown
    Thoughts: So there is something very, very strange about Beatdown. I was wondering why the first two hits were coming up very short on crit rate. Turns out the first two hits hit for dual damage, one crushing, and another slashing. The slashing portion cannot crit and does 0 damage.

    ????????

    I'm lost.

    The snare/root bonus damage advantage is likely falling on the severity layer as it was giving me no benefit. Or it doesn't work.

    beatdown_parse.jpg




    Power: Defensive Combo
    Passive Used: Unstoppable
    Rotation: Demolish (Below the Belt) -> Defensive Combo
    Thoughts: Has better utility than Beatdown with the last hit being aoe, adding Defiance and having better threat generation.
    defcombo_parse.jpg
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited May 2015
    Power: Laser Sword (Particle Acceleration)
    Passive Used: Electric Form
    Rotation: Particle Accelerator -> Unified Theory -> Laser Sword
    Thoughts: Can anyone take away Laser Swords melee crown? Particle Accelerator and Unified Theory are so clunky and boring, but the buff so worth it.
    lasersword_parse.jpg
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited May 2015
    Yeah, Beatdown at R3 has been doing that for a while. Threw off some of my own crit-related tests until I reminded myself of it.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited May 2015
    It was doing that at all ranks with me.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited May 2015
    Last I checked, I don't think Bteadown did that at R1, but its been a while since I tested it.

    https://docs.google.com/spreadsheets/d/14bzWVjxrwXOphfEpz3zrRctIT41gGQgr0aarrzdUidk/edit#gid=1321718401
    (see near the bottom of that page)

    Still couldn't figure out what was going on w/ Blindside Blow either, and that was w/ tests using a full build + gear (so heavy into dmg DRs) and on a 'naked' and otherwise un-trained lvl 40.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited May 2015
    There are a few other powers that do 0p slashing hits, as I recall, though I don't remember which at the moment. I think it's some trick to do with applying status effects.
  • theravenforcetheravenforce Posts: 7,153 Arc User
    edited May 2015
    kaizerin wrote: »
    The slashing portion cannot crit and does 0 damage.

    ????????

    I'm lost.

    The snare/root bonus damage advantage is likely falling on the severity layer as it was giving me no benefit.

    beatdown_parse.jpg

    This also happens with Energy Storm since the absorbing portion of the power (first phase) deals "Slashing Damage" but the value for it will always be 0. This is when the power is attempting to find any status effects like Clinging Flames, Negative Ions, Chill or containment fields (PFF/Protection Field/Field Surge/Energy Refraction/Mindful Reinforcement/Hardened Particle Matrix etc) to absorb and also apply Infused Energy.

    By the way, have you compared Crushing Wave yet? I see you've covered Wind Breath...or have you done so already and I just haven't seen it >_>
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited May 2015
    So weird, haven't seen that before from powers.

    Haven't done crushing wave yet, I'll get back to range powers sometime, was getting bored of the single rotation stuff and decided to wander into melee territory for a bit.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited May 2015
    kaizerin wrote: »
    So weird, haven't seen that before from powers.

    Haven't done crushing wave yet, I'll get back to range powers sometime, was getting bored of the single rotation stuff and decided to wander into melee territory for a bit.
    Could always wander off into power armor, though that's going to be a mess because there's a ridiculous number of three-toggle builds (I count at least 27):
    • Micro missiles, plus any of 6 fist attacks (power gauntlet, tactical missiles, rocket fist, concussor beam, plasma beam, wrist bolter with automated assault) and 3 shoulder slots (any of Eye Beams, Minigun, Shoulder Missiles)
    • Any of those with chest beam taps mixed in.
    • Chest Beam, plus any of 3 fist attacks (concussor beam, plasma beam, wrist bolter with automated assault) and 3 shoulder slots.
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited May 2015
    Tzeentch almighty is it a task to maintain 3 toggles at once.

    Just a test so far, using concussor, micro munitions and, chest beam and mini gun. The toggle rotation isn't optimal yet due to energy issues. Go figure I can't use dark transfusion. This is also using Targeting Computer, which is something I've been leery of doing.

    Does seem to confirm the crit portion doing jack all squat, though.

    pa_test.jpg
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited May 2015
    Hey, another person tested LockOn! Good- that potential issue w/ TC was annoying me.

    I can't tell about the severity increase here, but from my testing that was bugged along w/ the crit increase. At this rate I wouldn't be surprised if the dmgRes boost wasn't working either.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited May 2015
    kaizerin wrote: »
    Tzeentch almighty is it a task to maintain 3 toggles at once.
    From some logs on PA builds, I haven't seen people building less than 25 energy per second, and my PA builds 37 energy per second (optimal timing would get slightly more). Despite that, I have to use my energy builder every so often. Far as I can determine, it would take me somewhere between 50 and 60 energy per second to run constant.
  • mauk2mauk2 Posts: 76 Arc User
    edited May 2015
    kaizerin wrote: »
    The time it takes you to realign and squish the mobs into your cone you could be doing just as well using single target.

    Well, maybe not. I have a heavy blade combo user, and a single blader with the advantage on the combo, and I have gotten into the habit of 'circle strafing' in melee. IE, Run into melee range, start firing the attacks, and rather than standing still, just sort of 'twitch around' my main target. I find that this causes the AI of the other mobs to adjust and move around me, and as a result, the cone winds up hitting quite a lot of them.

    Note that I never pause an attack, either, I'm firing full speed the whole time.

    The key is, I'm mainly about cutting down the main baddy. Any splash damage is a bonus. But by staying mobile in fights, I'd guess I add an easy 20-30 percent to my overall damage output.

    And yes, it's a lot of work, but I'm pretty twitchy when I play, anyway. :D


    Melee cones are pretty lackluster when you realize the high damage massive range aoes exist.

    Yeah, lol melee.

    I recently advocated that they add a 1 point tier4 advantage to all melee attacks that adds a +50 percent base damage boost. That would fix it!
  • aiqaaiqa Posts: 2,620 Arc User
    edited May 2015
    mauk2 wrote: »
    I recently advocated that they add a 1 point tier4 advantage to all melee attacks that adds a +50 percent base damage boost. That would fix it!

    You do know we have melee tank builds staying completely in-set and reaching >4k dps? Adding 50% base damage would increase that to >6k dps. That is more than most ranged sets can reach when going full out on dps.

    The problem with ranged dps is the availability of so many overly strong powers on a cooldown, and the trouble cryptic has to keep cross-set synergies under control. The spammable ranged powers that are overperforming by themselves, only do so for a few percent.

    I know melee needs some help, mostly in coneAoE attacks, but your idea is not going to improve things.
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited May 2015
    I think that was sarcasm, aiqa ;p
    Melee's issues lie in that many encounters in this game are dramatically more difficult for melee.

    While parses are proving that some standalone melee attacks are somewhat outperforming range, the reality is range has a lot of powers it can tack on to improve damage...melee not so much.

    Because it's more dangerous to be in melee you're going to be spending more time avoiding attacks/not dying...where range has the luxury to sit back and pewpew without having to do much else, which will affect output. Gravitar is a stellar case of this.

    Melee cones are bad compared to range aoe, sorry. Too much effort to hit more than one target when range equivalents are outputting just as much damage in a greater aoe. If there was a change I'd like to see for melee cones it would be turning them into pbaoes.
  • aiqaaiqa Posts: 2,620 Arc User
    edited May 2015
    Er.. well never mind then... my sarcasm detection is usually not that bad.

    The only problem I have with making all melee AoE pb, is that for lots of them the animations would look a bit silly. But I agree there is probably no other way to make melee AoE work well. There is another side of things, the long range pbAoE are just overperforming, not only compared to melee AoE but also compared to other ranged AoE. PbAoE should just never get anywhere near the dps of targeted AoE, or even some single target attacks, at least when the attack surface is so much bigger.

    And I agree, the tack-on powers need a sane damage per invested time, in a freeform game any sort of balance is never going to work well without enforcing things like that.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited May 2015
    I won't comment on this much, other than that I generally agree w/ Kaiz and Aqia concerning some of the melee vs. ranged balance issues and w/ AoE. I assume ya guys dun want this to turn into another balance 'politics' thread :x

    edit: keep up the good work w/ the tests, either way. I hope ya can run more w/ TC so we can further verify any bugs w/ LockOn. Who knows, maybe we could push to get that changed/fixed, if so?
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  • mauk2mauk2 Posts: 76 Arc User
    edited May 2015
    aiqa wrote: »
    You do know we have melee tank builds staying completely in-set and reaching >4k dps? Adding 50% base damage would increase that to >6k dps. That is more than most ranged sets can reach when going full out on dps.


    Well, okay.

    1) Kaizerin has posted ranged builds that hit 8k dps. Hard Frost and Fire Snake is a helluva thing.
    2) The designers of the game state in the game materials that melee does more damage than ranged, to make up for the increased risk of being in melee combat. This is currently incorrect.


    So when you say melee builds could hit 6K, you're right! And this is what's SUPPOSED to be happening, according to the Devs of the game.

    Melee needs a boost, or ranged needs to get trimmed back. Since nobody likes it when ranged attacks get trimmed back, the logical other choice is....
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