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Galaxy Brain

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Everything posted by Galaxy Brain

  1. I mean yeah, but for the non IO world they have a ton of power, esp when paired with like a straight resist set 🤔 Though that is sort of a big side issue related to IOs in general. The ability to get a ton of defense negates these powers useful side effects to where they become variably useful attacks, though I guess they allow you to build for other stuff besides defense?
  2. I had seen this quoted in the tanker beta thread, had to make a point that this is not finalized yet 😛
  3. I would argue the parry type powers are great on the melee sets because they all give melee defense while in melee range. Where they get questionable is when other bonuses come in that make the parry superfluous... The mitigation sets give matters for performance. In this test, it allows you to safely herd up a bunch of enemies. In real play, this translates to being able to safely jump into encounters and handle yourself in order to deal your damage. After this initial run, we should look into a way of fighting more advanced punching bags (maybe they have guns lol) to see how much the mitigation can matter? Edit: Giving enemies Flares would work, as all the parry type moves defend vs Melee and S or L damage, not Ranged + Fire.
  4. To be fair, TW has not had the full run of tests yet nor has every set been tried.
  5. I ran Dark Melee (7:26 avg) and dual blades (6:06 avg) Dark Melee really, really suffers from a lack of AoE. Even played optimally, I could tab target repeatedly to spread -ToHit to a crowd and gather max Soul Drain -> Siphon Energy -> Shadow Maul a few times and still have to spend a lot of time bopping foes over and over. The ST damage did not feel fast either all things considered, though vs 1 guy the safety is hilarious. I feel Dark Melee is very akward at a base level and really needs a secondary with AoE to take advantage of Soul Drain, or a *ton* of rech to stack up soul drain to hand out ST naps to each foe you target. Even still that seems slow... As I mentioned earlier, AoE matters for survival even at the easiest difficulty. Locking down 1 enemy doesnt stop the other two from hurting you unlike Ace which can bounce multiple foes or Sword which can buff your defense vs all attackers. Speaking of swords, Dual Blades feels like claws lite. You have 3 AoEs, decent ST, guaranteed knockdowns... but the cost is that it does everything slower than claws. 1000 cuts is awesome as a 10 target cone, but the animation lasts forever and does not knock down till the end unlike Shockwave which is instant. Same with the strong ST attack which isnt ranged, takes a while to animate and does not knock till the end. Missing with DB hurts a lot ad you ruin combo effects and miss out on CC, but also being stuck in an animation for quite a while.
  6. Inspirations, temp powers, most pool powers and epic powers are banned at the moment to limit variables
  7. I've started to do that too with the bosses if it looks like I am just standing there wailing on them, if the set has AoE to chew through a spawn on minions/LTs at least. @Hopeling, was your strat similar?
  8. @Lord_Cyclone91, what is your strat going into each mob?
  9. I don't mind it due to the wide area it covers + increased crit. Its nice to have when leveling claws to toss out and clear out minions. As for Damage vs Recharge on Follow Up, as a straight up attack it is not bad and has better DPA than the T1 and T2 claw attacks. Until you get enough Recharge to consistently double-stack or even triple-stack it, it is totally worth it to slot for damage to get better DPS from it as an attack than a buff. I wouldn't say balanced to that so much as that appears to be the average for the test. Though we are seeing a pattern emerge where Mitigation 100% matters for how effectively you can clear a map, and there is a bell curve where being too safe sacrifices speed. Fire is *all* damage, but that means it has to be wary of aggro and has no means to lock down an opponent to leverage the damage. In theory it *should* be blazing through spawns but it can only do that for so long before it's stopped. Opposite of that, Dark and Ice are very safe but do not have the damage to clear quickly due to sacrificing damaging powers for utility or safety. On the note of Dark and Fire, these two to me show that AoE matters, period. Lets say a boss deals 100 DPS. A LT deals 50, and a Minion deals 25. By themselves, none are particularly dangerous especially for Dark melee who can essentially ruin a single boss' damage potential via -ToHit. But, when you are facing 1 Boss, 2 LTs, and 7 minions that is 100 + 100 + 175 dps coming towards you. Dark can reliably negate either 100, 50, or 25 DPS at a time where sets with stronger AoE powers can wipe out tons of potential incoming DPS before it becomes a problem. Fire also seems to lack instant AoE damage outside FSC which is kinda odd given how fire sets outside of Brute/Scrap fire melee have great AoE.
  10. I can take down targets easily, it's just that dark has essentially no AoE even with Soul Drain 😞
  11. Started Dark Melee..... yikes. My first run took 8:37, the next was faster at 7:43 due to more boss spawns.... this is just s l o w
  12. Thank you @Lord_Cyclone91! I've updated the numbers in the sheet as well (I need to update the OP come to think of it...) Current standings: Playtesters: 5 Total missions tracked: 94 Total Average completion time: 6:05:07 Current set rankings:
  13. The link to the doc is here: CoH Melee Testing Everyone should be able to view it 🙂 I ran BA and BS 5 more times each last night and the spread on BA went down, but it was still faster despite the ease that BS could run around the map without being touched. Pendulum's wider arc and the knockdowns make a big difference in clearing minions and bouncing enemies in place, both of which prevent enemies spreading out... though I did die again while BS was essentially invincible. Then, I ran claws: This is a set I am very familiar with, and with slotting everything, including follow up, for 3 dam / 1 Acc/End/Rech I was able to tear through the tests no problem. I actually used Shockwave as a herding tool, queuing it up as I approached a mob and knocked them into another mob as I jumped over and began shredding. Halfway through that, I could repeat and forcefully herd the minions / etc into more targets or the corners / walls of the map. Vs bosses I could reliably keep them off of me by just cycling in Focus and Shockwave against a wall or corner consistently and could easily handle both the EB and a boss or two this way, though I kept to two after that method actually slowed me down in one spot instead of herding and bouncing the boss into other mobs. In a mob, I can also Shockwave -> instantly queue Eviscerate to hit the knocked targets the moment they begin to fly, or Spin. The only times I slowed down was if I messed up my shockwave spacing and scattered somebody into a weird spot, or if I got ballsy and tried to fight multiple bosses at once instead of dragging them along and whittling them down as I cut down minions around them. Oddly, I'm not sure if the Knockdown proc in Shockwave would actually faster as opposed to me just getting better at using it to move mobs efficiently lol.
  14. Yes, we are sticking with Willpower initially as it only has +Recovery as an X factor that would impact the primary set's performance. We will weave in other secondaries after the initial runs.
  15. The times from Axe are much more varied than your Mace run so far though, so it may be Pendulum and the ability to keep runners at bay being good sometimes vs the more consistent performance Mace showed. If Pendulum doesnt crit, or keep foes bounced, then I think it gets much worse times or just dies.
  16. Thanks for the data @Lord_Cyclone91! The spread looks very tight there around the 6 min mark, but none close to 5:30ish... I havent gotten to WM yet personally, but does it lack a bit of AoE compared to Axe?
  17. To be fair, we are still hashing the process out. Once we have results on this we can reassess and determine if this is a great test or not.
  18. After reviewing the build from Sir Myshkin, I came up with the following slotting: Most attacks = 3 Dam / 1 Acc / 1 End Red / 1 Rech Parry Style Powers = 2 Dam / 2 Def / 1 Acc / 1 End Red (for the moment, subject to change on other parries) High Pain Tolerance = 3 Heal / 3 Res Mind over Body = 1 End Red / 3 Res Fast Healing / Health = 3 Heal Indomitable Will = 1 End Red Rise to the Challenge = 3 Heal / 1 End Red / 1 Taunt / 1 ToHit debuff Quick Recovery / Stamina = 3 End Mod Heightened Senses = 1 End Red / 3 Def Combat Jumping = 1 Def Swift/Hurdle = 1 Run / 1 Jump Anything without slotted enhancements (except for SPRINT) is not used in the tests to keep variables to a minimum. This means I did not use: Confront Resurgence (if I died, I restarted the mish and made note) Strength of Will Pool powers besides Combat Jumping Ancillary / Epic Powers I re-ran Battle Axe and Broadsword with the new /WP slotting, starting the clock in the hallway where you first see enemies / when I take my first swing and followed roughly this route each time: 1 & 2 can always be herded, 3 & 4 can always be herded, and 5 & 6 can always be herded. Depending on the spawns / bosses, I can sometimes round up 6 -> 7 after finishing off half of the 5+6, and keep going somewhat non stop till 11. Otherwise I could round up some combo of 7/8/9, the rest of 9 -> 10, and then finish with 11. Results of 5 runs each: This surprised me as I did more runs, but while Battle Axe took more damage / had a death, it was actually faster thanks to keeping enemies bouncing more often instead of giving them windows to run away. Herding up more groups with Broadsword was easy as pie, but that also ate into time that could have been spent swinging at enemies. The last column reflects this where it shows the spread. Broadsword has a 9.28 sec spread where BA has 13.48, making BS more consistent currently.
  19. It seems that sets that are able to herd can effectively leverage their survival which is a huge edge.... I think we should follow @Sir Myshkin's slotting for WP as it's the best bet for survival, though I would say needing to use the revive should be a DNF given that we are seeing good results from primary mitigation. I also think that we should cut the tests down to 5 per primary. Still allow a run or two to familiarize, then record 5 times as we prepare for more secondaries and other factors added in. Thoughts?
  20. Hm try again with defensive sweep. It is a great opener as it is the 2nd fastest outside momentum, gives you +Def, and also has multiple hit chances to help gain momentum.
  21. @Hopeling, any ideas on what caused the wild swings?
  22. Yeah, ideally we were trying to aim for several individual fights over the course of a mission but that has proven to be hard to produce. Some sets have mitigation that allows for herding up through spawns and getting better times. Though, if anything that is a testament to their design I suppose? So @Haijinx, its not so much that dying is a problem so much as it seems certain sets have the ability to herd safely and push the test in ways others cannot 🤔
  23. Given this is solo, I don't think taunt will be that big a factor given there isnt much to steal aggro off of you anyways. That said I do think we should settle on a build for /WP that we share per tester to try and iron out variables. Body Mastery and Hasten can be taken by anyone as well, but I personally think they are a bit game changing for certain sets. We should definitely include them in at some point tho.
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