tbh, if you look at defenders inherent which provides a reduction in cost of endurance for abilties based on overal teams health, how does that benefit pro-active sets such as force fields, how will having more endurance benefit the powers?
This is a snapshot of page 5 stats, yes out of date but still interesting
Primary
FullName
Archery
Name
Lvl
Acc
Base Dmg
Scale
Scale2
Dmg
Dmg2
DPA
Act
Cast
Arcana
TimeHit
Rch
End
Rng
Radius
Arc
Tgts
Area
Outside
Primary
Blaster_Ranged.Assault_Rifle.Burst
Assault Rifle
Burst
1
1.05
62.5615
1.0800
-
67.5664
-
56.8741
-
1
1.188
0.27
4
5.2
90
-
-
-
SingleTarget
-
It was just an example of getting different numbers based on damage, scale etc and not using archytype modifer to prove that there is much more to the numbers that the modifier it self.
Why i said much more, ive got an old data sheet with every stat for every archytype. Also got accuracy, recharge, to hit, cast time, endurance cost, targets, radius etc
What the guy you quoted needs to understand, that the archytypes damage is only part of the equation, Base damage x scale x archytype modifer.
For example, blaster vs defender on snapshot
Defender is base of 36.1466 scale of 0.68 which gives damage of 24.5797
Blaster is base of 62.5615 scale of 0.84 gives damage of 52.5517
Understanding how each archytype does damage isnt just based on modifier but much more.
Info i have is from page 5, but since there has been no damage update, should still be accurate for keldians (PB)
CoH_Homecoming_of_Data_Page5_20200928.xlsx
unfortunately as a form only player and the nature of forms and their restrictions, got 9 fillers either to fill or for set bonuses only
edited, page 4 on flight changes, still no update on combat flight for keldians, makes me wonder if anything we suggest would taken seriously.
Pulsar when compared to other ATs like lightening clap offers similar results. Lightening clap has shorter cooldown but disorient is shorter duration, Pulsar has longer cooldown but longer disorient duration. Both fully slotted:
Pulsar 13.26s cooldown mag 2 and 1 - 23.7s duration
Lightening clap 8.05s cooldown mag 2 and 1 15.4s duration
Assuming thats orbital death that can be toggled in dwarf for warshades? what could be equivalent for peace bringers to use whilst in their dwarf form?
i can fully slot both dwarf and nova with their attacks, and still have enough to slot for abilities that can be activated/used whilst in human form, and then switch back into either nova or dwarf, more slots would only benefit human only. the only way more slots would benefit me would be having more abilities accessible in forms, but, its a known fact, that this will never happen.