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Pine

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Everything posted by Pine

  1. Looks like the pictures of the graphs did not get archived.
  2. This dps test was done by Starsman/[Redacted] about 5 years ago. Edit note: This post originally only covered Masterminds, it has been expanded to include Controller pets. See notes at the end for more info on these.------------------------------------------------------------------------------------------------------------Due to the demand of certain individual among you, I ran some big Mastermind damage analysis in the last couple of days. My goal was to quantify the damage output of the various mastermind sets. Due to AI whims, Mastermind sets can’t simply be crunched in traditional ways. They don't care about optimal attack chains, they may decide to use the worse attacks, or the best attacks, and it really is not something that can be guessed.Only way to get a reliable measure of their damage potential, is by running controlled tests against perfectly identical enemies. But hat is a tall order to pull off with conventional ways. Good thing is, I got access to a few cool GM toys that allow me to control things just that way! So, I sat down and designed a series of tests. The tests are simple:A) A single big unkillable critter that can take damage, never die, and that will not fight back. Survivability tests are a separate order of business.B) A group of critters that are also unkillable, take damage, and don't fight back. The foes must either have no resistance, or normalized resistances. 10 packed critters and 2 outliers, a total of 12 foes.This means that every mastermind set would go through two tests, each a few minutes of dishing it out against these unkillable foes.Build and Tactics notes All mastermind sets were slotted with 3 accuracy and 3 damage SOs. For the case of Beasts, constant spamming of attacks was used to accumulate Pack Mentality stacks, however the damage generated by the Mastermind himself was not measured. Demons made use of Hell on Earth whenever available. Thugs had two tests done, one with and one without Gang War. Ninjas had smoke flash continuously reapplied on the strongest unit, or the second strongest should the strongest still be under its effect. All the damage data would be logged and then parsed, inserted into a database and then given a quick analysis pass. To eliminate potential issues in the AoE test due to positioning, I ran these tests all back to back. The result were approximately 61 thousand lines of damage data to crunch through, and from those. Let's get started!!!Single Target DamageNow, to the joke in the subject line, there is a cool story here: Bots single target damage performance sucks. Horribly. Just look at that... but... that does not make sense!!! Bots are the AV killers!! Everyone knows that! [redacted], you suck, go back do this over again!!!This is how much DPS each set pulled during the time they kept attacking:64.8 dps Bots69.9 dps Mercs82.4 dps Thugs No Gangwar98.7 dps Necro124.0 dps Ninjas129.6 dps Demons137.3 dps Thugs With Gang War141.4 dps BeastsWell, I'm sure some of you already know what is going on, but for the rest, the thing is -Regeneration, something Bots has LOADs off. The standard assault bot, even without upgrades, has a 4 second recharge blast that can land -500% regeneration, and the damn thing can stack!!! Sure, it has about a 30% chance to land (it seems to be affected by accuracy so it may be higher or lower depending on your slotting) and lasts 30 seconds. With a 4s recharge, there are plenty of chances the thing will be up perma on your target, likely even double or triple stacked.Now, normally, an Archvillain will regenerate 94.239 HP per second. At level 50 (the level this test was ran at) AVs also happen to have 85% -Regen resistance. This mean that a single stack of -Regen would go down to "only" -75% Regen. 2 stacks will bring regeneration to a halt. Effectively, that debuff is as good as if you had inflicted an additional 94.239 damage per second. In other words, actual effective damage dealt by bots against this hypothetical AV would jump from 64.8 dps to 159.0 dps. Basically what you see in the chart below:Bots: king of the hill.So, although the direct damage dished by Bots is low, it's AV and GM killing potential can be significantly high. This can be even more so if the AV has high damage resistances, since damage resistances will weaken other sets much more harshly than they will Bots (given most of its damage comes via debuffing regen, not via landing damage.) Mind you: this also means that facing a foe like Hammy or Crimson exposes Bots low raw damage potential.AoE:As we can see, the best AoE belongs to Thugs with Gang war. Ridiculous amounts of AoE damage dished by those guys. That damage may variate a bit, though, as there can be anywhere from 9 to 13 Posses in a single use, 4 of these guys are totally random.Without Gang War, AoE seems to be nearly tied up between Bots, Thugs and Demons.AIOf all things in the AI, I think the thing that bothered me the most was seeing things like Mercs insist to go into melee range. I am not sure if there is a solution for this. I notices that even units with only ranged attacks will slowly creep into melee range, but I will look into the possibility of replacing melee attacks with ranged ones for Mercs units and see if that helps any with that.ClosingAt the end of the day we come to the conclusion that everyone already knows: Mercs suck. Their single target damage is the lowest (once you account Bots -Regen) and their AoE is nearly tied with Necros (that are also damn low in the charts.)Potential survivability and utility balance issues aside, Demons and Beasts seem to be the best balanced mastermind sets, from a strict damage point of view. Beasts can dish some unmatched Single Target damage (you got to work for it,) and Demons can dish some slightly better and well-rounded AoE damage.All this to just tell everyone something they already knew!!! But I would say, at least relatively speaking, this shows that Bots is not THAT OP, not when you consider that -Regen is not that useful against weaker foes. So long as the MM keeps active using its attacks (and in many cases it may be best to ignore them in favor of using your secondary) a Beast MM can dish more reliable Single Target damage than a Bots, and it can also dish competitive AoE damage.What comes next? Nerfing everything to Mercs levels, of course!!! ... JK. With this at hand, I'll take some time and consider some possible tweaks to Ninjas, Necros and Mercs. I would not say this always has to mean more damage, it may also mean better utility or even increased survivability to serve more of a tanking role. I think there is room for such a thing in the underperforming sets.I also now have a better idea on what to aim for when I create a new mastermind set.(If any part of this is incomprehensible, like all of it, I apologize, it is late as I finish this up, just ask any questions you may have and I'll try to clarify tomorrow.)Edit: New Chart LegendThe updated charts above are now color coded by damage source. The first 6 sources should be self-explanatory, but the final one, MISC variates from set to set:For Necros, Misc mean you performed a soul extraction on a Lich. It also assumes you summoned a new Lich.For Thugs, Misc means Gang WarFor Demons, Misc means Living Hellfire (the minions, not the damage buff.)For Bots, Misc means the effect -Regen has in a standard Archvillain.For Controller sets, the legend is a bit different:The pet colors denote different pets.Each Fire Imp does the same damage, but they all have separate colors.Electric Gremlins have a similar thing going on.Controller Illusions first 3 colors are Phantom Army. The orange bit is the Phantasm.
  3. Aight, I see. Numbers have been noted. Thanks.
  4. Hmmm, I do not have a dominator atm to test this, but it's values show they are enhanceable... and the Power Build Up numbers look correct from in game. 98.34%
  5. The deal with all the versions and names is the first case of several people all coming together and not really knowing how to communicate everything with eachother. My appologies. :/ We hope to work on that in the future.
  6. Yes you can 6 slot your level 49 power now... but in that case, just move one of your 1-2 slot powers to the 49 slot so you can do your enhancements.
  7. Loading your build come up normal bash. Bash's Static Index should be 5654. Sounds like it might be your copy with the DB issue?
  8. Can you share your build? I can't seem to replicate this issue.
  9. Found it. Vorpal Radial Final Judgement grants +30% def to all.
  10. There is a setting in the Configuration window. "Middle Click Repeats Last Enhancement" that will slot the next enhancement in the set for you.
  11. Yes. Right click on the enhancement in question and press + 5 times
  12. New Link for web based installer/updater: should be updated as new updates are pushed. https://imaginarydevelopment.github.io/imaginary-hero-designer/publish/publish.htm Custom Installer Post is here: https://forums.homecomingservers.com/index.php/topic,6298.msg54071.html#msg54071 Still a click-once installer :/ sorry to those that do not like default install locations. Might be able to fix that in the future. Hello again everyone. Not a lot has changed in this version as far as the database goes, but lots internally and humanly! Patch Notes for v 2.23 Added Mutual Exclusivity for Winter and ATOs normal and catalyzed versions. You can now shift+click Mastermind summon pet powers to examine the pet's powers, and toggle on some of the effects. This is a beta feature and might be removed if problems arise. Warshades can Eclipse and use forms now. Khelds can pick up Flight and Teleport pools. Maybe a few smaller things that I cannot remember. What has changed is @Maslow has reached out and we are collaborating on getting this project into a github repository for more standardization and code control. He has done tons of work cleaning the code out and making it look pretty. Thank you very much Sir Maslow. He is also working towards getting a web-based auto updater implemented again. Please bear with us as we work on our own internal teamwork and figure out how best to serve y'all.
  13. Working as intended!
  14. No, and I would not want to. Words of appreciation are enough.
  15. It looks like you are not seeing the other choices on the right of the Enhancement picker. Click another type of enhancement, and you can see more options.
  16. Up at the top of the window there is a button saying "show recipes". You can toggle that off.
  17. I can't promise you anything, but we're definitely interested in finishing them. As someone who loves The Batfamily so much I legally changed my middle names to “Bruce Wayne” IRL, you would make my life complete if you finished Utility Belt :) And yet you chose Astrobear as your forum name!? For shame master Bruce!
  18. This has always been a multi-national game, thus the other 500 non-USA countries really don't know or care about Independance day. I doubt we will get anything big, if at all. Otherwise we will have to start having Canadian, Yugoslavian, and Hoot-Hoot Independance day events.
  19. You have always been able to change this. Options->Configuration->Effects and Maths->Suppression: Check 'Attacked'.
  20. Yes and no. I used the 'Fresh Install" flag this time, which is supposed to reset all the tips and set all settings to default (I think). Go to View->Show Damage per Activation (level 50) and check that setting instead of Show Damage per Second (level 50).
  21. And ribbon-ed with confetti soon enough.
  22. --Reserved for something--
  23. Please use this thread going forward! https://www.dropbox.com/s/flz6z9up7hwdjj8/Pine%27s%20Hero%20Designer%202-22.zip?dl=0 There is a very high likelyhood that anti virus, chrome, windows and your IT guy will suspect this is a virus. If you have any reserves on installing this program, than I suggest that you do not. I can assure you that I personally have no idea how to even slip in a virus or trojan horse into this. Patch Notes for Pine's Hero Designer Version 2.22 -Sentinel->Dual Pistols->Suppressive Fire: Now accepts Sentinel ATOs -Stalker->Savage Melee->Rending Flurry: Changed from Scrapper to Stalker ATOs -Removed Flame Mastery for all, second Leviathan Mastery for Masterminds, and Re-Fixed flame mastery for Corruptors and Defenders. -Field Medic: made toggle-able -Fixed all Bio Armor Adaptation modes so they show correct values. Please report all number variations as this was done by hand... and Pine is not perfect. Thank you everyone for giving me the support to continue managing this application! Every kind word and gratitude bestowed upon me has been heard and appreciated. I apologize for taking so long to resolve all the issues and I can only hope there will be less issues going forward. A little backstory is needed for those of you just tuning in. This application was originally developed by a guy named Mids. Eventually life got in the way and he was no longer able to continue with the project and handed it to the Titan Network. It was here that development and maintenance was handled by a pretty awesome team whose names I do not know. I am not sure what happened with the development team of Mid's Hero Designer after NCSoft shut down CoH. When I was invited to the 'Secret' server nothing had been updated to Mids despite new elements in the game. I had enough knowledge of Mids to update the database for my personal copy and began sharing the database files with people and called it the “Pine Patch”. I kept running into issues with certain things with the primary issue of adding more than 4 enhancement sets to a power. This frustrated me.... and got me working on a solution! I eventually de-compiled the .exe and learned what was back behind the curtain. After fixing this issue and other problems I updated the application and not just the database. This compelled me to issue an installer to fix the application. After similar updates over many months I ran into an issue where Mid's Hero Designer Version 1.99 needed to be incremented to 2.0. I asked people that used it if it would be acceptable if I renamed it Pine's Hero Designer. Everyone I asked replied resoundingly with a positive yes for the name change. It was also during this time period when the server was very secret for fear of legal repercussion from NCSoft. Thus Mid's Hero Designer was renamed Pine's Hero Designer and I continued updating and adding things (like the DPS calculator!) for several years. Then.... Pine got married! YAY! This shifted my attentions for a few years and I stopped checking on the secret server. I would check back every few months with intentions to update PHD but life's distractions hindered these intentions. Then, the secret got out! This definitely re-sparked my interest in this game and this project. Due to the time lapse, when I went to update PHD, I found out that the project and back-ups were gone. It took several weeks for me to get the project into working order and more weeks to get it updated. Again, I really appreciate all the support and patience!! -Special thanks to Leo, CW, EnergyAura, Deillan, Sai Averonica, and all the kind people that Power Leveled me as I was working on this. -And an extra special thanks to Mrs. Pine for being the best Boo. <3 ----Pine
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