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Galaxy Brain

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Galaxy Brain last won the day on August 9

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About Galaxy Brain

  • Birthday 09/01/1991
  1. Recharge. Despite being a small cone, Eagles Claw is a tremendous ST attack and even a portion of the main damage being spread out quickly + dragins tail adds up to a set that can take on crowds and bosses equally well.
  2. Edited my post to reflect the actual IO results, I took an incorrect screenshot prior!
  3. @Maxzero Thank you so much for that catch! Turns out I had grabbed the incorrect screenshot for the IO portion of the tests (Earlier build....) The correct results :
  4. While Staff has more AoE, it has slower AoE. Overall, I feel staff does fantastic but it lacks a way to quickly dish out damage. As a fight goes on you can build up and unleash sure, but then the animations to do so end up being a smidge lengthy which then feeds back into the building up phase.... you get the idea. MA in contrast has a lightning fast PBAoE in Dragon's Tail, and the new Eagle's Claw hits like a truck to your main target and very decently well to side targets. Combined, you can wallop a close-packed crowd, kung-fu your way through some other targets, repeat, very consistently. So, one thing to note with the average times when going by that is the actual cluster of times. Lets look at the top sets: Claws 6:39:44 Difference: Martial Arts 6:40:58 0:01:14 Titan Weapons 6:41:35 0:00:37 Spines 6:41:44 0:00:09 Savage Melee 6:43:44 0:01:59 War Mace 6:46:45 0:03:01 MA is ~1s slower on the 10 runs than Claws TW and Spines are both milliseconds within MA's average Savage is *just* under 2 seconds slower than Spines WM is *just* over 3 seconds slower than Savage, and in total 7 seconds slower on average than Claws, and about 5:50 seconds slower than MA. Within that 10-second bracket is where I would honestly account for X factors such as a few attacks missed here or there, a regen tick on the Elite Boss, or even maybe 1 more boss spawned for War Mace, or there was one smaller spawn for MA which skewed results a bit. Running each ten times averages out a lot, but those things could still happen! Given they are so so close though when you highlight them as a group, I would not put as much weight on that part.
  5. Hey all, just copying my Melee Tests from beta to a new thread for ease of access / more varied discussion than just 1 set! (The rules of this test are better described here: ) Overview & Biases: The above link will go into a bit more detail, but the goal of this test is to provide benchmark tests for Scrapper Primaries in a more or less neutral environment (no gimmicks, no enemy resists, etc) that aimed to emulate a standard mission experience. This means a 4-floor defeat-all mission with slight variations to mob placement, size, and level room to room as well as a mix of enemy ranks with a mandatory defeat of 2 boss spawns and a final elite boss spawn. With /Willpower and no pools/epics besides Combat Jumping (for the SO test, IO's had hasten), the enemies and difficulty setting were just enough to get "Safety" as a metric as many sets have clear design intention of trading damage for utility or mitigation, or vice versa, and allowing myself to actually experience or mitigate damage I felt is a worthy point of interest. Given this is an "everyday" sort of benchmark, ignoring the impact that Ice Melee's safety provides I feel would be unjust compared to if I just made myself invincible and went to town to track raw output. Likewise, a set like Fire Melee really showed where it can struggle if it's not constantly killing. This test has less mobs than a farm, but more to deal with than a Pylon, so results may vary wildly from the expectations provided by those popular trials. Both of those I feel do not provide a full picture between the mix of AoE and ST output, favoring the extremes on either end. The office map simulation just as well does not highlight certain sets in the way you'd expect either. Something like the new Energy Melee may massacre Pylons but end up on the low/mediocre end here or vice versa with other sets. I hope you find the following enlightening in some ways, and let the results speak for themselves when it comes to the changes to multiple melee sets we see here in Beta. Results on SO's only: All sets were played with a SO build with /Willpower as a secondary and no pool powers/epics except Combat Jumping, in order to isolate the primary set as much as possible. (except for Claws and Kinetic Melee which were given Overwhelming KD IO's + a lvl 50 damage IO to have the same slotting + knockdown on their ranged cones. These were ran due to the incredibly common practice of slotting for KD, and only 2 melee sets actually "needing" it.) Results without the IO in Claws can be seen here: As you can see by some of the names, we have been testing these changes internally for quite a while now to make sure things land in the desired spot! Breaking down this chart, each column represents a different aspect: AVG = the average clear time of the mission from all 10 runs (minutes : seconds : milliseconds) SWING = How far away from the Total Average the set performed SD Deviation = Standard Deviation from run to run, measuring how consistently each set performed despite the 10 runs having slightly different mob formations and placements BEST TIME = the best run time of the set, shows the max potential WORST TIME = the worst run time of the set, shows the minimum potential SAFETY = This counts the number of deaths in the 10 runs. A score of 0.50 means that I took substantial damage but never died, a 0.00 means I was practically invincible! SAFETY ADJ = Each point in the Safety column is multiplied by 20 seconds, and then added to the average to show an Adjusted Safety Average. With those all factored in, we can rank the sets against each other on more than just the average clear time: From left to right, we have the results with Claws KD, Claws "Pure", and the average between the two. Now, lets see how this changes when we jump to an IO build: Results on a "Mid Level" IO Build: All sets were played with a n IO build with no purples, winter sets, or "special" procs beyond a single Damage Proc like Mako's or Obliteration that *any* Melee attack could slot. All sets achieved 72.5% global recharge (142.5% most of the time with Hasten up, only a 20s cooldown there). All sets had the normal uniques like Numina, Kismet, etc slotted All sets ran the tests at +3/x5 difficulty With recharge and procs thrown into the mix, the top sets become a LOT closer in clear times, and safety really isn't a concern outside of Energy Melee where rapid ET's kinda hurt lol. Like above, lets see how all the factors weigh in: The margins are so close for the "top tier" that with more than 10 tests a piece I'm sure they'd all be near dead even! Combined Results:
  6. @Keleko, on mobile so I cannot quote the whole thing, but I do want to note that there are plenty of powers which use what are called "redirects" in order to use Power B when you click Power A. Titan Weapons has always used this method in order to select the Fast versions of each power since day 1, just now they have additional stat changes besides animation time. While the damage going down is a nerf, the faster recharge, and BONUS end reduction on top of what the formulas would dictate I would argue is a straight buff, and on the whole the set still performs in the top tier of melee primaries. The damage formulas are pretty much just that, a formula that ties in recharge with damage that guides faster powers to hot more often for less, and vice versa. TW originally broke this formula by actually doing MORE damage than its supposed to, and now its simply following it like 99% of all other powers. (There are some odd exceptions but they are one-offs) What I feel is being ignored here is the huge DPA and DPE (per endurance) that TW now has. In the same timeframe, TW likely deals more damage for less endurance than other similar sets due to being able to swing big attacks around back to back with 1s animations. Thats where the damage comes into play, which while video-gamey given youd expect the faster hits to deal more per swing, its more about the total momentum. Could it use a bit more... something? Possibly, though from what I can tell it is still in a great spot so it'll be tricky.
  7. You are 100% right here when it comes to buffs and enhancements. However, the way TW works is that you actually switch to different powers entirely when momentum is active. The set has the standard, slow version of each power and then when you activate momentum you swap to the "Fast" version, which not only has different animation time but now has different BASE recharge/end cost and damage.
  8. the Mission Simulator test also had enemies with no resistances. The avg resists across levels does matter, but we don't have concrete info on that just yet.
  9. If you like ST, then why not use a stalker?
  10. That mission is a good test as it hits a lot of different criteria! I only harp on pylons as the ST dps vs one has limited applications in nearly any given mission, which is what the game is made of.
  11. Also play in different content than Pylons, that is an incredibly narrow viewpoint for any set.
  12. Well, if you're doing anything other than killing Pylons it's still fun 🙂
  13. What I mean by this is do we actually have a measure on how many people in total are running perma-hasten builds. Catering just to the top players is rarely a good call for the overall population
  14. Hey all, I've been extensively testing TW along with the other melee set changes on Beta for some time, and rest assured TW is still in a great spot. First off, lets look at the raw results of running every Melee Set available to Scrappers through a custom mission map 10 times each: (The rules of this test are better described here: ) Results on SO's only: All sets were played with a SO build with /Willpower as a secondary and no pool powers/epics except Combat Jumping, in order to isolate the primary set as much as possible. (except for Claws and Kinetic Melee which were given Overwhelming KD IO's + a lvl 50 damage IO to have the same slotting + knockdown on their ranged cones. These were ran due to the incredibly common practice of slotting for KD, and only 2 melee sets actually "needing" it.) Results without the IO in Claws can be seen here: As you can see by some of the names, we have been testing these changes internally for quite a while now to make sure things land in the desired spot! Breaking down this chart, each column represents a different aspect: AVG = the average clear time of the mission from all 10 runs (minutes : seconds : milliseconds) SWING = How far away from the Total Average the set performed SD Deviation = Standard Deviation from run to run, measuring how consistently each set performed despite the 10 runs having slightly different mob formations and placements BEST TIME = the best run time of the set, shows the max potential WORST TIME = the worst run time of the set, shows the minimum potential SAFETY = This counts the number of deaths in the 10 runs. A score of 0.50 means that I took substantial damage but never died, a 0.00 means I was practically invincible! SAFETY ADJ = Each point in the Safety column is multiplied by 20 seconds, and then added to the average to show an Adjusted Safety Average. With those all factored in, we can rank the sets against each other on more than just the average clear time: From left to right, we have the results with Claws KD, Claws "Pure", and the average between the two. As we can see, in a "Pure" SO test, TW is still on top thanks to stellar safety and consistency, and even with Claws getting a big bump with Knockdown (again, incredibly common slotting) it still hands with the top sets. Averaged between the two with all factors considered, it is still a top tier pick at base though more competitive with the rest of the pack instead of dominating. Now, lets see how this changes when we jump to an IO build: Results on a "Mid Level" IO Build: All sets were played with a n IO build with no purples, winter sets, or "special" procs beyond a single Damage Proc like Mako's or Obliteration that *any* Melee attack could slot. All sets achieved 72.5% global recharge (142.5% most of the time with Hasten up, only a 20s cooldown there). All sets had the normal uniques like Numina, Kismet, etc slotted All sets ran the tests at +3/x5 difficulty With recharge and procs thrown into the mix, the top sets become a LOT closer in clear times, and safety really isn't a concern outside of Energy Melee where rapid ET's kinda hurt lol. Like above, lets see how all the factors weigh in: Like above, lets see how all the factors weigh in: TW is the "bottom" of top tier, but the margins are so close that with more than 10 tests a piece I'm sure they'd all be near dead even! Combined Results: Between SO's and mid level IO testing, with nearly 100 runs of TW with every iteration requiring a re-do, I think it is safe to say that the benchmarks for TW are where they should be where it is still a top-performer with it's own playstyle and niche (Mainly safety) where it's within striking range of all the other top performers instead of being well above them. Lets compare to the LIVE Titan Weapons real quick: SO's IO's Using identical builds 10 times each, the new version of TW was indeed SLOWER, but the consistency per run was wayyyyyy better! While not noted here, the end costs were also a non-issue on the new version compared to live which is a huge plus as well. Overall? This redesign does reign Titan Weapons back into "Top Tier" instead of "Titan Tier", but in exchange improves the fluidity and ease of access for the set in a wonderful way, which I see as a net win.
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