Dark Current Posted Wednesday at 02:25 AM Posted Wednesday at 02:25 AM (edited) Tearing open an old wound with this one, folks. We all remember the OG argument from City of Heroes... "Defenders are better for a team because of superior buff numbers! Their blasts add dps!" "Controllers are better because controls synergize with the buffs! Their dps is better with Containment!" /jranger Ok, I know what the numbers say on paper, but I want to know what actual, in-game action reveals. I don't think anyone has ever attempted an honest-to-goodness comparison of these two ATs. So, I am setting out to do just that... or at least provide some empirical data to chew on. I therefore bring you... DEFCON 5 is a video series that will compare 5 different defenders to 5 different controllers, with head-to-head pairings built around the same buff set. I will show you the builds, run a solo mission to discuss the character's tactics, and then a series of team missions to gather test data for analysis. Test Parameters: 5 Defenders vs 5 Controllers 5 Shared Support Sets – buff and debuff 5-Mission Runs (54x8, random map, escort only) vs 5 different factions 5-man Teams with no other DEFCON 5 Stat Analysis (completion time, foe defeats, ally defeats, ally close calls, damage out:in) 5 Star YT Opinion Poll for performance evaluations And just to stir up some controversy at the end, the AT with the 'most points' based on Stats and Votes will be declared the Superior Support Archetype! Check out the Introduction video here: Need more Build and Playtest Videos? 50 - 50 Showcase 20/20 Rewind Edited Thursday at 01:10 AM by Dark Current 1
Dark Current Posted Wednesday at 02:40 AM Author Posted Wednesday at 02:40 AM (edited) Starting at DEFCON 5, we have Electrical Affinity! DEFCON Level 5 pits an Elec / Elec / Elec Defender vs. a Plant / Elec / Earth Controller in a no-holds barred who is better at protecting their team challenge! ----------------------------------------------------------------------------------------- Starting in the Blue Corner... an E3 Defender, The Ampere Avenger! MIDS Build: Ampere Avenger - Defender (Electrical Affinity - Electrical Blast).mbd Build Discussion and Solo Showcase Video: -------------------------------------------------------------------------- And in the Red Corner.... a Controller of primal fury, Ostara, the Spring Maiden! MIDS Build (UPDATED after solo run revealed some issues such as Energy Font not being triggered by Creepers): Ostara - Controller (Plant Control).mbd Build Discussion and Solo Showcase Video: RELEASING MONDAY 12/23 6 AM!!! Edited 7 hours ago by Dark Current 1
Maelwys Posted Wednesday at 07:36 AM Posted Wednesday at 07:36 AM (edited) Interesting take on the comparison format. My money is on the Controllers, especially if you're running with teams of randos at x8 on powersets like Plant and Arsenal which have hefty AOE CC and damage. My take on the debate (is it still a thing these days?) is that Defenders are usually more valuable to an optimized team and Controllers more valuable to an unoptimized one. Defender's greater -Res Debuff strength plus low animation time attacks (which can often produce decent DPA via Procs) makes things faster. Controller's range of CC lockdown effects (and the occasional immortal tanky pets) makes things safer. The only buff/debuff sets that IMO always work better on a Controller are Kinetics (as getting the team to the damage cap generally takes 2x Fulcrum Shifts regardless of the AT) and Dark (because Affinity is just plain better than Miasma). Whilst there's also an argument to be made that AoE immobilizes are required to keep things in Debuff patches and/or clumped for AoE attacks, IMO as long as none of your powers have KB effects and the team has a competent Tank or AoE -RunSpeed effects that's usually superfluous. And let's face it, on high end teams things just become a Steamrolling race, so hitting the same mob twice (to set up and then leverage Containment) hardly ever applies. All that said, I imagine Corruptors would like a word, as Scourge is a vastly more useful inherent for hardmode teaming than Vigilance 😜 Edited Wednesday at 07:47 AM by Maelwys 2
wednesdaywoe Posted Wednesday at 01:42 PM Posted Wednesday at 01:42 PM I'm a shameless Defender stan, and my opinion cannot be swayed by mere evidence. Regardless, I look forward to your experiment--you have your work cut out for you! 😊 1 Builds, leveling, and general vulgarity: https://www.youtube.com/@wednesdaywoeplays
JJDrakken Posted Wednesday at 10:43 PM Posted Wednesday at 10:43 PM Defender has higher values for the powers.
tidge Posted Wednesday at 11:36 PM Posted Wednesday at 11:36 PM 15 hours ago, Maelwys said: My take on the debate (is it still a thing these days?) is that Defenders are usually more valuable to an optimized team and Controllers more valuable to an unoptimized one. ^ I think this is the closest to my take. ^ I think it is especially true if the rest of the team has made build choices knowing in advance what a specific Defender is going to bring. I think there is some content where one pulls ahead of the other, assuming both have reasonably smart builds... for example, a low level TF/SF is much easier with some Defenders than most Controllers... if the Defender has team buffs. I was on a recent Posi 1 where the Defender made all the difference, and the (exemplared) Controllers didn't die, but at that level they weren't bringing that much to the team. For some builds I have, within play it might be pretty hard to know if the character was a Defender or a Controller if the observer wasn't familiar with the primary/secondary. 1
biostem Posted Wednesday at 11:42 PM Posted Wednesday at 11:42 PM 58 minutes ago, JJDrakken said: Defender has higher values for the powers. Sure, but the question is whether their blasts provide enough additional DPS or utility vs what a controller's primary set has to offer...
Onlyasandwich Posted Wednesday at 11:46 PM Posted Wednesday at 11:46 PM At very low levels defenders get their big buffs online sooner. Low level controllers still struggle with damage and a useful control rotation. Not nearly as much a deal these days with the level requirements decreased on powers. At higher levels a single controller can more consistently provide safety to themselves and a team than a single defender, and are now contributing meaningful damage. If you are optimizing for the perfect team there is higher potential choosing the right defenders. Both are so powerful if stacking a lot on a team that the difference hardly matters.
JJDrakken Posted Thursday at 12:12 AM Posted Thursday at 12:12 AM 28 minutes ago, biostem said: Sure, but the question is whether their blasts provide enough additional DPS or utility vs what a controller's primary set has to offer... With their Defender Recipes. Yes. They can add PBAOE Heal & Absorb. Also majority their blasts have secondaries that will be helpful over all. Be it -Def, -To Hit, -Res, etc.... While Controller primaries have those as well. There damage is limited, till they can get containment. There a reason when 8 Defenders get together they melt a TF/SF/Trial faster then 8 Controllers. 1
Dark Current Posted Friday at 02:51 AM Author Posted Friday at 02:51 AM (edited) Ampere Avenger - Team Mission Video: Ostara - Team Mission Video: Forthcoming Edited Friday at 02:52 AM by Dark Current
Without_Pause Posted Friday at 04:53 AM Posted Friday at 04:53 AM On 12/17/2024 at 9:40 PM, Dark Current said: DEFCON Level 5 pits an Elec / Elec / Elec Defender vs. a Plant / Elec / Earth Controller in a no-holds barred who is better at protecting their team challenge! This isn't a fair comparison. Elec Blast simply doesn't have something which can compare to Seeds. I would rather see two full Elec builds. I think the comment about Controllers being better for subpar teams feels like the correct answer. In terms of sheer support, I never felt like a Defender came close to my Earth/storm, and I played a lot of Defenders on Live. 1 Top 10 Most Fun 50s. 1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute. 10. Chasing Fireworks: Fire/time Controller. "Downtime is for mortals. Debt is temporary. Fame is forever."
Psiphon Posted Friday at 01:20 PM Posted Friday at 01:20 PM IMO this depends on the team makeup and the skill of the controller. If the team can survive with just buffs/debuffs then theoretically the controls are wasted, if survival is an issue then the controller is best. Also is there a tank to group the mobs, a bad controller could be a hindrance. Personally I look at the number of Corrupters as a guide for how good a team will be - nice balance of damage, control and buff/debuffs. 1
Icono04 Posted Friday at 02:28 PM Posted Friday at 02:28 PM At the risk of preaching to the choir, I agree with the sentiment that on a struggling team, a Controller makes more of a (positive) difference than a defender. But on a well-functioning team - whether the well-functioning is due to the right mix of AT's or to the players' skill level - a Defender adds the most value to the team.
Uncle Shags Posted yesterday at 02:29 AM Posted yesterday at 02:29 AM We need a statistician! I think you're right that eventually, over time, given the randomness from multiple missions and teammates, the numbers will start to be clear. Speed, safety, etc. My concern is that it would take more than 5 missions to reach the randomness you need for good data. Maybe a lot more than 5. But I don't know. Paging the statistician!
Dark Current Posted 21 hours ago Author Posted 21 hours ago (edited) 17 hours ago, Uncle Shags said: We need a statistician! I think you're right that eventually, over time, given the randomness from multiple missions and teammates, the numbers will start to be clear. Speed, safety, etc. My concern is that it would take more than 5 missions to reach the randomness you need for good data. Maybe a lot more than 5. But I don't know. Paging the statistician! That's the idea! Generate enough data, and actual trends will show through the noise. Speaking of Stats, here are the first batch from my run with Ampere Avenger during the above-linked Team Trials video. These are the numbers and calculations (rates and indexes) I will compare with my /Electrical Affinity controller, Ostara. Then, these numbers will be combined with the other 4 defenders' numbers and compared to the 5 controllers' to see if any patterns emerge. This is a work in progress, so I'm sure I'll change lenses as I get more data. Ampere Avenger Mission Analysis Mission 1* (Carnies escort) from 19:06 – 19:10, and 19:12 – 19:19 = 13 minutes with 3 teammates (combined 2 short escorts into a single stat chunk) Mission 2 (Council) from 19:22 – 19:32 = 11 minutes with 4 teammates Mission 3 (Council escort) from 19:36 – 19:46 = 11 minutes with 5 teammates Mission 4 (Arachnos ambush) from 19:48 – 20:00 = 13 minutes with 5 teammates Mayhem (PPD and LB, Holoman) from 20:03 – 20:30 = 28 minutes with 5 teammates Total Time – 76 minutes DEFCON 5 Stats: Rates = per minute calculations; Indexes = per teammate calculations 1. Survivability Total Personal Defeats = 3 Mission Personal Defeats Time Teammates Survivability Rate Survivability Index 1 0 13 3 0.00 0.00 2 1 11 4 0.09 0.25 3 0 11 5 0.00 0.00 4 1 13 5 0.08 0.20 mayhem 1 28 5 0.04 0.20 Total à 3 76 0.04 0.13 ß AVG 2. Risk Total Ally Defeats = 19 Mission Ally Defeats Time Teammate Risk Rate Risk Index 1 1 13 3 0.08 0.33 2 3 11 4 0.27 0.75 3 1 11 5 0.09 0.20 4 4 13 5 0.31 0.80 mayhem 10 28 5 0.36 2.00 Total à 19 76 0.22 0.82 ß AVG 3. Lethality Total Foes Killed = 207 Mission Kills Time Teammates Lethality Rate Lethality Index 1 32 13 3 2.46 10.67 2 50 11 4 4.55 12.50 3 32 11 5 2.91 6.40 4 19 13 5 1.46 3.80 mayhem 74 28 5 2.64 14.80 Total à 207 76 2.80 9.63 ß AVG 4. Threat Total Damage Output = 251,658 Personal Damage Output Mission: 1 2 3 4 Mayhem Attack Total: Ball Lightning 4216 3287 2469 3864 8374 22208 Charged Bolts 1255 828 620 892 2866 6461 Ion Judgement Direct 223 700 896 1025 2570 5413 Ion Judgement Jumps 6185 6038 10789 10967 37379 71358 Lightning Bolt 1751 1857 1011 1941 4491 11051 Preemptive Interface 503 435 317 532 1154 2942 Shocking Bolt 134 115 110 100 280 739 Short Circuit 1923 2426 1424 2006 5912 13690 Tesla Cage 236 273 255 153 870 1787 Thunder Strike 128 0 137 461 565 1290 Thunderous Blast 5165 3634 3385 4136 6449 22769 Zapp 2986 2718 2336 3188 6524 17751 Mission TOTAL: 24704 22311 23749 29263 77433 177459 Pet Damage Output Mission: 1 2 3 4 Mayhem Pet Total: Builder 0 4348 2639 0 6660 13647 Dismantler 0 13749 8287 0 26326 48363 Voltaic Sentinel 1874 3165 1292 2583 3275 12189 Mission TOTAL: 1874 21261 12219 2583 36261 74198 Combined Damage Output Mission DMG out Time Teammates Threat Rate Threat Index 1 26578 13 3 2044 8859 2 43572 11 4 3961 10893 3 35967 11 5 3270 7193 4 31847 13 5 2450 6369 mayhem 113694 28 5 4060 22739 Total à 251658 76 3157 11211 ß AVG 5. Resilience Total Damage Taken = 53,590 Personal Damage Taken Mission: 1 2 3 4 Mayhem Type Total Cold 0 0 28 0 0 28 Energy 245 54 0 2843 7956 11099 Fire 223 2021 2486 230 3137 8098 Lethal 49 536 788 224 3926 5524 Negative Energy 174 7054 3668 0 0 10896 Psionic 3319 63 71 6549 1404 11407 Smashing 512 238 167 896 926 2738 Toxic 0 0 0 3494 306 3800 Mission Total: 4522 9967 7209 14236 17656 53590 Mission DMG in Time Teammates Resilience Rate Resilience Index 1 4522 13 3 348 1507 2 9967 11 4 906 2492 3 7209 11 5 655 1442 4 14236 13 5 1095 2847 mayhem 17656 28 5 631 3531 Total à 53590 76 727 2364 ß AVG Edited 7 hours ago by Dark Current
Dark Current Posted 11 hours ago Author Posted 11 hours ago (edited) And here is my Reaction and Analysis video of the Team Trials. I discuss these stats in detail there as well as point out key moments from the missions that produced the results. Edited 7 hours ago by Dark Current
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