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DEFCON 5: Defender vs Controller - Which is the Better Support AT?


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Posted

With DEFCON 5's Verdict behind us, we're taking things to DEFCON 4... NATURE AFFINITY!

 

DEFCON Level 4 pits a Nature / Sonic / Energy Defender against a Dark / Nature / Dark Controller in a locked cage match to find out who is superior at supporting their team!

 

 

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Starting in the Blue Corner... an Aerial Guardian defender, Skreaming Tree!

ScreamingTree5sm.thumb.png.99a84d955858e3cc75be6cbed1875cce.png

 

image.png.6d6771114789476ff578b142a70e6a79.png

 

MIDS Build: Screaming Tree - Defender (Nature Affinity).mbd

 

Build Discussion and Solo Showcase Video: RELEASING 12/29 6 AM

 

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And in the Red Corner, a Night Terror controller, Fey Wode!

FeyWode3sm.thumb.png.47dfa782fef681c1948561eb5522783e.png

 

image.png.6d6771114789476ff578b142a70e6a79.png

 

 

MIDS Build: Fey Wode - Controller (Darkness Control - Nature Affinity).mbd

 

Build Discussion and Solo Showcase Video: RELEASING 12/30 6 AM

 

Place your bets now!

 

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Posted (edited)

Skreaming Tree makes his debut punishing Council alien collaborators.

 

First part of the video presents an in-depth look at his Mids build.

 

Edited by Dark Current
Posted

As much as I hate to be a stick in the mud, it’s corruptor. That’s the best support, but if you’re talking strictly between troller and fender it truly depends on the performance of the team and how well they capitalize on said support.

 

A troller at or near 50 will mitigate the damage wholesale via solid CC, which the team could capitalize on for smooth times ahead.

 

On the flipside, a fender can mitigate the damage via overpowered buffs and debuffs that neuter the mob in their own way, allowing the team to continue in relative soft safety while contributing better damage outside of procs.

 

I’d have to give it to the fender given the current meta, if Corr wasn’t an option.

Aspiring show writer through AE arcs and then eventually a script 😛

 

AE Arcs: Odd Stories-Arc ID: 57289| An anthology series focusing on some of your crazier stories that you'd save for either a drunken night at Pocket D or a mindwipe from your personal psychic.|The Pariahs: Magus Gray-Arc ID: 58682| Magus Gray enlists your help in getting to the bottom of who was behind the murder of the Winter Court.|

 

 

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Posted

Hello @Dark Current,

 

I appreciate your enthusiasm in comparing these two archetypes! This is something we do internally as well, but with a few more controls in place to limit randomness. Looking at what you have written, the goal appears to be comparing the "Support" side of each more than anything else. This is a great goal, but the way it is approached leaves a lot of room where different variables can impact the results.

 

You have started with comparing an Electric Affinity/Electrical Blast Defender and Plant Control/Electrical Affinity Controller, and now a Nature Affinity/Sonic Attack Defender to a Dark Control/Nature Affinity Controller. It appears that you want the Support powersets to go head to head, but the different Blast and Control powersets in the mix will inevitably change the outcomes for each round of comparison. Not to mention the power and epic pool choices. For example, if you leaned into Endurance Drain the Elec/Elec Defender may synergize much better than the Plant/Elec Controller and lock down entire encounters thanks to Electrical Blast, compared to an Elec/Sonic Defender which would not be able to do so compared to an Elec/Elec Controller.

 

If I were to run a similar comparison, powersets that either show the extremes with "Support" in mind (such as Dark Blast where you can apply a lot of -ToHit debuff) or ones that are very neutral with little to no secondary effects (such as Fire Control where secondary effects are limited) would be preferred. That would either be a showcase of the "best" of each Archetype, or put both on a more even playing field where only the Support powerset truly matters between them. If these comparisons were an Elec/Fire Defender, Nature/Fire Defender, Fire/Elec Controller, and Fire/Nature Controller, the playing field would be much more fair between the two to show how Blasts and Controls contribute to team safety alongside the actual Support. 

 

The other parts involving team members are more of a challenge as this opens up nearly endless variables to your comparison. The easiest example would be other Support players interfering with your metrics around safety. Say you had a Corruptor on the team with Force Fields while testing your Defender, and while testing the Controller you happened to have no other support. With the Defender, you would need some way to determine how much of the team's safety was solely due to your efforts versus the buffs from the Corruptor. With the Controller, you lack backup and it may negatively impact your safety rating comparatively. 

 

Teaming with the same players for each test, or creating an Architect mission where there are friendly NPC's to protect may be a better way to approach this as it would again limit the amount of variables that could impact your data. Running the same content as much as possible would also be critical as if one side gets a harder group of enemies or maps than the other, it will unfairly favor the one who had an easier time as being "better" through pure luck.

 

I look forward to seeing the rest of your results!

 

 

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Posted (edited)

Hello, thank you for the feedback.

I appreciate the thoughtfulness and time taken to share your critique. As I’ve heard this and similar from a few sources, I think I need to clarify my position in regard to the design of the experiment. I am not disagreeing with any one point or saying anyone is wrong with their opinions - each flaw that has been pointed out crossed my mind at one point or another. I spent a good couple weeks before starting the tests puzzling over the variables and controls I was facing. I feel that my approach and the results I’m sharing with you are as honest and reliable as I can make them. To that end, here is my rebuttal to the critics:

 

Strengths of the Approach

1. Acknowledgment of Variability:

I clearly recognize the uncontrollable variables (teammates, enemies, missions) and am trying to mitigate their impact by collecting a large amount of data across diverse conditions. This is an accepted statistical approach, as large sample sizes often help "average out" noise, making it easier to detect meaningful signals.

 

2. Quantitative Analysis:

I am compiling data into sums, averages, rates, and indices, and applying statistical methods (e.g., R-squared, whisker-and-box plots, standard error), to leverage valid statistical tools to extract insights from the data.

 

3. Holistic Evaluation:

Comparing across multiple support sets (rather than just one) strengthens the generalizability of any findings I may uncover. It also acknowledges the complexity and variability inherent to archetypes in CoH - a highly dynamic MMO environment.

 

Challenges

1. Random Team Composition

Criticism: Different teammates, even with minimal incarnate powers and no other support sets, could drastically affect the outcome (e.g., a DPS-heavy team might make a support set look better than it is).

Response: This is a valid concern, but it’s mitigated by the breadth of the dataset. Over many missions, random variability in teammates will tend to "wash out" if the sample size is large enough. While this introduces noise, it doesn’t invalidate the experiment—it just requires a cautious interpretation of the results.

Supporting Principle: My approach aligns with the Central Limit Theorem: with a sufficiently large sample size, the effects of random variability diminish, and the mean of the sample (tested characters) approaches the true population mean (defenders and controllers in general).

 

2. Slotting and Secondary Powerset Variability

Criticism: The differences in secondary powersets (e.g., blast vs. control) and slotting could bias results because the synergy of primary and secondary sets differs for Defenders and Controllers.

Response: This variability reflects the nature of the two archetypes and is, therefore, part of the question I’m investigating. It isn’t a flaw but rather a feature of the real-world comparison I’m performing.

Supporting Principle: This aligns with the principle of ecological validity, which emphasizes that experiments should reflect real-world conditions when evaluating practical differences. Since no player uses identical secondary sets or slotting across archetypes, my testing mirrors actual gameplay scenarios.

 

3. Mission Variability

Criticism: Differences in mission goals, maps, and enemy factions could introduce noise that obscures the true differences between archetypes.

Response: While true, this variability reflects the dynamic nature of CoH gameplay. By analyzing trends across a wide range of missions, I’m testing defenders and controllers under diverse conditions, which adds strength to any findings I may make.

Supporting Principle: This aligns with the principle of robustness analysis, where varying conditions are intentionally included to ensure conclusions hold across a wide range of scenarios.

 

4. Training Bias from Repeated Missions

Criticism: Repeating missions could lead to learning effects, where I become better at running specific missions over time, skewing results.

Response: I’ve chosen not to repeat the same mission for this reason. I could, at a later date, include a few repeated missions as a control group to test for a learning effect.

 

Summary

My testing is not foolproof; however, it is based on four key principles from statistics and experimental design:

 

1. Central Limit Theorem:

As sample size increases, the mean of the data approaches the true population mean, and random variability (noise) diminishes. My large dataset (50 missions total) should provide a basis for detecting significant trends despite uncontrolled variables.

 

2. Ecological Validity:

The testing reflects real-world gameplay conditions, which include variability in teammates, enemies, and missions. This makes the results more applicable to practical gameplay rather than controlled, artificial conditions.

 

3. Robustness Analysis:

By including multiple support sets, teammates and mission types, the analysis is robust across diverse scenarios, ensuring any trends are not artifacts of a specific setup.

 

4. Statistical Significance:

If my statistical analysis (e.g., >95% confidence level) reveals significant trends despite variability, it strengthens the argument that the observed differences are real and meaningful.

 

I am not saying any of this to shut off dissent or concern, as I am open to both. Hopefully, I have made my case, and this response demonstrates that I did not enter this experiment blindly. It is my belief that the logical and statistical principles the tests are built on will allow me to detect any significant differences between defenders and controllers despite the uncontrolled variables I openly acknowledge are present.

 

Thanks!

Edited by Dark Current
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Posted

Great job in putting all this together and sharing your thoughts.

 

While I agree with you that having a large sample size can minimize noise and randomness, when you have sooooo many different variables I'd expect you'd need a sample size in the thousands to do so.

 

But hey, you do you! 

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Posted

Premise sounds interesting.

 

How much stick time do you have with each AT, Defender vs Controller?

 

So how are you picking what to pair with your support sets for each AT? How about power pools and Epics?

 

How are you selecting powers to keep or skip within a build?

 

Are you tracking the maturity of your teammate's builds (IOed and/or Incarnated) as a variable?

Posted (edited)

I would have run the test on each AT running the Posi TF's, Synapse, Penny Yin, Citadel, Manticore. Numi's TF's and  finish with an ITF.

I would also used the change name feature for evey TF so no one would recognize the toon along with changing the costume at the tailor.

To keep the names just make a new toon with the name and delete the lvl 1 toon after the test.

I also would have only run the toons with  either basic SO's or IO's. Once IO sets are put in the numbers actually get more skewed due to each toon having completely different bonuses.

Edited by RCU7115
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Posted
10 hours ago, Dark Current said:

2. Slotting and Secondary Powerset Variability

Criticism: The differences in secondary powersets (e.g., blast vs. control) and slotting could bias results because the synergy of primary and secondary sets differs for Defenders and Controllers.

Response: This variability reflects the nature of the two archetypes and is, therefore, part of the question I’m investigating. It isn’t a flaw but rather a feature of the real-world comparison I’m performing.

Supporting Principle: This aligns with the principle of ecological validity, which emphasizes that experiments should reflect real-world conditions when evaluating practical differences. Since no player uses identical secondary sets or slotting across archetypes, my testing mirrors actual gameplay scenarios.

 

Whilst I agree that the influence of Random Team Composition and Mission Variability could in theory be drastically reduced to the point of negligiblility by running a sufficiently high number of trials... I think that you're missing a major issue here with Slotting and Powerset Variability.

 

You seem to be intentionally matching Support Powersets between the Defender and Controller ATs. Aside from a few outliers such as Dark Miasma and Dark Affinity, this is an achievable goal. However if you're also trying to factor in the effects of the Offensive powersets and Pool powers then in order to make it a fair test you would have to consider the effects of ALL POSSIBLE offensive Powersets - and ideally in combination with each Support set. Otherwise you can and will end up in a scenario where the Offensive Powerset that you arbitrarily pick for one AT will drastically outperform the Offensive Powerset that you arbitrarily pick for the other AT. And to a lesser extent the same is going to be true for pool powers.

 

As an example: Plant Control and Arsenal Control are both consistently top of the charts for Controllers. They have highly Procable AOE attacks, Short-Recharge AOE Confuses, a variety of CC and useful pets. Plant can even function as a Ghetto Healer with a Panacea Proc in Spirit Tree (and Arsenal's pet gets hardcapped resistances and Taunt). The performance ceiling of those sets is drastically higher than the likes of Ice or Symphony Control. However most Controller Primaries (with the notable exception of Illusion before Perma Phantom Army) can lockdown at least two full enemy spawn groups indefinitely.

Conversely, Dark Blast is about the only Defender set that can drastically improve team survivability, and when procced up it can also deal reasonable levels of Single Target damage (whilst Elec Blast can theoretically floor mob Endurance and Recovery, unfortunately only the toughest of targets will have their Blue Bars bottom out before their Red Bars eg. EBs and AVs - and these days those foes can still attack with zero endurance anyway!). All of the other Defender sets have at best a few middling low-Mag ST CC abilities, but bring wildly different levels of additional damage to the table (Ice Blast is good due to probability, Beam Rifle and Dual Pistols and Sonic Blast are good due to -res stacking, etc). Likewise, Defenders getting higher base scalars for debuffs/buffs means taking specific pool powers such as Weaken Resolve and Spirit Ward grants more benefit to them.

 

Aside from different raw base scalar numbers on pool powers; there is going to be a big difference in how specific pool powers mesh with different powersets. A Kinetics that can Combat Teleport into melee range for a split second to drop Fulcrum Shift and then immediately reappear at safe distance is going to be bags more survivable than one that relies on Sprint and Combat Jumping. And the same goes for any Defender with a PBAoE attack, especially a Nuke.

 

In short, unfortunately I really think there are too many variables here for you to "average out" unless you run an unfeasibly large number of tests (e.g. MANY THOUSANDS)... so as things stand I very much suspect that the only way you're going to be able to draw any useful unbiased conclusions here is if the variables are drastically reduced by standardising as much of the build (and the missions and level range and team composition) as possible.

 

However I appreciate doing that would not make for as much fun when playing your way through all these toons, and I'm sure the eventual writeup will at least be entertaining even if it won't be possible to draw many unbiased conclusions from the data set. So by all means continue to have at it.

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Posted (edited)

I'm going to highlight something in particular here.

This is the build for "Ampere Avenger"; your Elec/Elec Defender:
image.png.53686998ac37208277b5f1c33b074c80.png

Defenders have a low damage scalar and their Blast sets have minimal CC. The best way to get milage out of their Offensive powersets is to Procbomb them.

By not aiming for maximum damage output from your Defenders' blasts, you're unfairly favouring the Plant/Elec Controller even before the Top-Tier performance of Plant is considered; because Controller CC effects do not rely on specific slotting and neither does their additional damage from Containment (whilst your Controller's Carrion Creepers and Fly Trap would both really benefit from being Procced out - neither will *drastically* affect their Survivability or Clear Times unless they're soloing).

Your Elec Blast Defender's attacks are currently dealing damage like this (Assault + Interface active, but no Vigilance or Hybrid):

Charged Bolts: 84.79
Lightning Bolt: 132.7
Zapp (Quick): 185.2
Tesla Cage: 47.86
Ball Lightning: 84.71
Short Circuit: 75.14
Thunderous Blast: 316.3

Compare that to another Elec Blast Defender build like this one Defender - Sonic_Elec (Energize+TCage).mbd  
(again, Assault + Interface active, but no Vigilance or Hybrid and ignoring the effects of the Primary)

Charged Bolts: 99.76
Lightning Bolt: 239.4
Zapp (Quick): 304
Tesla Cage: 316.9 (more than 6 times higher!!)
Ball Lightning: 178.5 (more than 2 times higher and applies a -res proc)
Short Circuit: 134.5 (also applies a -res proc)
Thunderous Blast: 496.9

(They also have sufficient recharge levels that their single target attack chain is seamless, and the Nuke is up every ~51s rather than every ~116s)

image.png.49458fc28576b96539326e4a077456f2.png

That second toon's Elec Blast attacks can also drain the endurance of whole mobs in a few seconds and keep them at zero indefinitely if needed, but they will be contributing far more damage than the first toon as well as applying a rather decent chunk of -res. Even Tesla Cage (a power which is traditionally viewed as skippable for many top-tier Elec Blast builds!) will be doing far more for the team as long as you can keep your 'Static' stacks up.

I'm not trying to say that all the builds in your testing ought to be min-maxed and purpled out. But I wanted to highlight that the performance of the same Defender Blast set can very WILDLY whenever the character is built by two different people with two different goals; even if you completely discount any differences from things like Secondary and Pool Powers and Team composition etc. So at best you're going to be observing what the performance of one particular predefined character is, not what a powerset - let along a combination of powersets - on each AT is actually capable of.

 

Edited by Maelwys
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Posted
3 hours ago, Maelwys said:

I'm not trying to say that all the builds in your testing ought to be min-maxed

So this part actually is very important. If you want to test something like this, all of your builds NEED to be min/maxed. You can’t test the full potential of a set without first getting to its’ full potential.

 

Without minmaxing, the test are effectively heavily skewed and not painting an accurate picture of performance.

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Aspiring show writer through AE arcs and then eventually a script 😛

 

AE Arcs: Odd Stories-Arc ID: 57289| An anthology series focusing on some of your crazier stories that you'd save for either a drunken night at Pocket D or a mindwipe from your personal psychic.|The Pariahs: Magus Gray-Arc ID: 58682| Magus Gray enlists your help in getting to the bottom of who was behind the murder of the Winter Court.|

 

 

Posted (edited)
16 hours ago, Dark Current said:

My testing is not foolproof; however, it is based on four key principles from statistics and experimental design:

All of these mathematical tools are dependent on independence of your random variables - which isn't the case here. What you're attempting to do is akin to feeding a large number of chess matches into a statistical analysis to see which piece is most popular to move on a given turn - and expecting this analysis to help you win chess games.

 

While the graph of Chess has far more rigid connectivity than CoH, your confidence in your results is misplaced.

Edited by Hjarki
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Posted
1 hour ago, Seed22 said:

So this part actually is very important. If you want to test something like this, all of your builds NEED to be min/maxed. You can’t test the full potential of a set without first getting to its’ full potential.

 

Without minmaxing, the test are effectively heavily skewed and not painting an accurate picture of performance.

 

Min/maxing is certainly one way to go about ensuring a level of consistency across multiple characters. But you'd need to establish a very clear set of build goals and priorities. Attaining a reasonable level of damage output without negatively impacting on Buff/Debuff enhancement slotting is doable; but after a certain point chasing additional damage needs to be weighed up against other beneficial things; such as +Defense/Resistance/MaxHP to ensure personal survivability. And I doubt that any builder worth their salt has never found themselves in the position where they had to choose between additional proc damage and additional global recharge; especially when an important buff is a few seconds short of perma!

 

Another way of going about it may be intentionally limiting yourself to only utilising specific enhancement types (e.g. no Incarnate Clickies, no HOs/Purples, or even "SOs only"). Although that'd be less valuable at showing "real world performance"... 😖

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Posted

For a long time, I've wanted to make a plant based support.  I've wondered if I should make Plant/NA Controller, or NA/Dark Defender. 

From the comments in this post, it appears that Def is better for a strong team while Contr is better for a weak team. 

I'll make a Def.  Thanks for the comments.

Posted

Odds are far greater you get on a steamrolling team versus a struggling one. 

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."

Posted

DEFCON 4 Nature Affinity - Team Missions

 

Screaming Tree (Nature / Sonic / Energy) lands a constant team of 5 for 5 straight missions:

 

 

1. Survivability = Personal Defeats

Mission

Personal Defeats

Time

Teammate

Survivability Rate

Survivability Index

 

1

0

7

4

0.00

0.00

 

2

0

6

4

0.00

0.00

 

3

0

4

4

0.00

0.00

 

4

0

18

4

0.00

0.00

 

mayhem

2

27

4

0.07

0.50

 

Total à

2

62

 

0.01

0.10

ß AVG

 

2. Risk = Ally Defeats

Mission

Ally Defeats

Time

Teammate

Risk Rate

Risk Index

 

1

0

7

4

0.00

0.00

 

2

0

6

4

0.00

0.00

 

3

0

4

4

0.00

0.00

 

4

5

18

4

0.28

1.25

 

mayhem

2

27

4

0.07

0.50

 

Total à

7

62

 

0.07

0.35

ß AVG

 

3. Lethality = Foe Defeats

Mission

Foe Defeats

Time

Teammate

Lethality Rate

Lethality Index

 

1

25

7

4

3.57

6.25

 

2

22

6

4

3.67

5.50

 

3

2

4

4

0.50

0.50

 

4

42

18

4

2.33

10.50

 

mayhem

81

27

4

3.00

20.25

 

Total à

172

62

 

2.61

8.60

ß AVG

 

4. Threat = Damage Output

Personal Damage Output

Mission:

1

2

3

4

Mayhem

Attack Total:

Dreadful Wail

3553

4984

1183

13199

10261

33181

Howl

683

1108

384

1345

2907

6428

Pyronic Judgement

6507

5939

849

11365

14907

39566

Sands of Mu

158

208

0

71

0

437

Scream

795

804

359

916

2492

5366

Shockwave

833

1394

555

895

1691

5368

Shout

1413

678

406

2443

3730

8670

Shriek

616

551

103

582

1772

3623

Siren's Song

1568

1571

499

1622

3937

9197

Total Focus

1006

0

273

1186

1780

4246

Mako's Bite Chance for Lethal Damage

244

0

0

244

433

921

Mission Total:

17377

17236

4611

33868

43909

117002

 

Pet Damage Output

Mission:

1

2

3

4

Mayhem

Pet Total:

Diviner Essence

6402

2476

0

9161

35074

53114

Harpy Essence

2138

266

0

4262

7768

14434

Mission Total:

8540

2742

0

13424

42843

67548

 

Combined Damage Output

Mission

DMG out

Time

Teammate

Threat Rate

Threat Index

 

1

25917

7

4

3702

6479

 

2

19978

6

4

3330

4995

 

3

4611

4

4

1153

1153

 

4

47292

18

4

2627

11823

 

mayhem

86752

27

4

3213

21688

 

Total à

184550

62

 

2805

9228

ß AVG

 

5. Resilience = Damage Taken

Damage Type Taken

Type:

1

2

3

4

Mayhem

Type Total

Cold

0

0

80

0

0

80

Energy

0

177

0

10683

9336

20196

Fire

1044

413

0

14

807

2278

Lethal

720

12

0

0

1069

1801

Negative Energy

0

37

146

0

0

184

Psionic

0

713

0

0

1098

1810

Smashing

0

0

1644

126

601

2371

Toxic

0

0

0

3494

292

3786

Mission Total:

1764

1352

1870

14316

13203

32506

 

Overall Damage Taken

Mission

DMG in

Time

Teammate

Resilience Rate

Resilience Index

 

1

1764

7

4

252

441

 

2

1352

6

4

225

338

 

3

1870

4

4

467

467

 

4

14316

18

4

795

3579

 

mayhem

13203

27

4

489

3301

 

Total à

32506

62

 

446

1625

ß AVG

 

 

Posted

Taking a look at Skreaming Tree's numbers vs Ampere Avenger's numbers (from DEFCON 5) in a Defender Side-by-Side comparison:

 

Rates are stat / minute (standard error) and Indexes are stat / teammate (distribution).

 

image.png.ca5b7348231e846c83978220f97498ca.pngimage.png.4482c83ebed769bb4a513d98490337dc.png

 

image.png.fa404f7faa407416fac3535e0102f783.pngimage.png.87ad44092a4b91545d8307f01d238a78.png

 

image.png.54ae782873a8d8eecb248b668c96c7d7.pngimage.png.04c4c4823ccf5138319d7623d7291f49.png

 

image.png.45c024084744ee0d26f06d091879eab1.pngimage.png.2949f83bc7d5f439e4763777b7cc2180.png

 

image.png.a6fa5ca139921f187cdda91eab969ae2.pngimage.png.b43a3c6aaa0c4c12323576191a699329.png

 

image.png.562dace1c6e867555e408a40ee88c4b8.png

Posted

DEFCON 4 Nature Affinity - CONTROLLER Team Missions

 

Fey Wode (Dark / Nature / Dark) scares up a few brave souls for two nights of spooktacular action:

 

Part 1

 

Part 2

 

1. Survivability = Personal Defeats

Mission

Personal Defeats

Time

Teammate

Survivability Rate

Survivability Index

 

1

0

12

4

0.00

0.00

 

2

0

18

4

0.00

0.00

 

3

0

13

2

0.00

0.00

 

4

0

7

3

0.00

0.00

 

5

0

6

3

0.00

0.00

 

mayhem

0

25

3

0.00

0.00

 

Total à

0

81

 

0.00

0.00

ß AVG

 

2. Risk = Ally Defeats

Mission

Ally Defeats

Time

Teammate

Risk Rate

Risk Index

 

1

0

12

4

0.00

0.00

 

2

0

18

4

0.00

0.00

 

3

1

13

2

0.08

0.50

 

4

0

7

3

0.00

0.00

 

5

0

6

3

0.00

0.00

 

mayhem

3

25

3

0.12

1.00

 

Total à

4

81

 

0.03

0.25

ß AVG

 

3. Lethality = Foes Defeats

Mission

Kills

Time

Teammate

Lethality Rate

Lethality Index

 

1

46

12

4

3.83

11.50

 

2

128

18

4

7.11

32.00

45*

3

58

13

2

4.46

29.00

 

4

30

7

3

4.29

10.00

 

5

14

6

3

2.33

4.67

 

mayhem

61

25

3

2.44

20.33

 

Total à

337

81

 

4.08

17.92

ß AVG

 

4. Threat = Damage Output

Personal Damage Output

Mission:

1

2

3

4

 

Mayhem

Attack Total:

Dark Blast

1764

4492

2525

665

316

3495

13257

Dark Grasp

2210

5057

3298

680

587

4081

15914

Heart of Darkness

1027

1029

1027

84

166

1024

4357

Living Shadows

572

2592

1647

646

100

2069

7624

Sands of Mu

225

0

290

0

0

0

515

Shadowy Binds

1587

2816

2616

321

83

2623

10046

Umbral Torrent

1482

6215

4247

1639

707

2969

17259

Void Judgement

8236

12403

13300

3999

4083

16339

58359

Cloud Senses: Chance for Negative

427

3081

1969

795

224

1435

7930

Doublehit (Hybrid)

2019

3065

2098

775

485

2201

10644

Reactive Interface

654

1440

910

290

292

1095

4680

Mission Total:

20201

42190

33927

9895

7043

37330

150585

 

Pet Damage Output

Pet

1

2

3

4

5

Mayhem

Pet Total:

Diviner Essence

16912

17696

13951

11107

0

13538

73205

Energy Font

355

1479

809

314

21

1788

4765

Shades

1178

4764

3561

988

755

2588

13835

Umbral Beast

8735

20773

10392

4229

1235

18991

64356

Mission Total:

27181

44713

28714

16637

2011

36905

156160

 

Combined Damage Output

Mission

DMG out

Time

Teammate

Threat Rate

Threat Index

 

1

47382

12

4

3948

11845

 

2

86902

18

4

4828

21726

*2500

3

62640

13

2

4818

31320

 

4

26531

7

3

3790

8844

 

5

9054

6

3

1509

3018

 

mayhem

74236

25

3

2969

24745

 

Total à

306745

81

 

3644

16916

ß AVG

 

5. Resilience = Damage Taken

Type of Damage Taken

Mission:

1

2

3

4

5

Mayhem

Type Total

Cold

16

0

0

0

9

0

24

Energy

640

668

326

735

55

3962

6386

Fire

60

0

135

0

0

404

600

Lethal

144

169

378

64

0

1261

2016

Negative Energy

16

0

1570

0

177

0

1763

Psionic

86

0

0

881

250

343

1561

Smashing

172

1767

0

0

0

734

2673

Toxic

0

175

0

1125

0

0

1300

Mission Total:

1134

2779

2409

2805

492

6705

16324

 

Overall Damage Taken

Mission

DMG in

Time

Teammate

Resilience Rate

Resilience Index

 

1

1134

12

4

95

284

 

2

2779

18

4

154

695

 

3

2409

13

2

185

1204

 

4

2805

7

3

401

935

 

5

492

6

3

82

164

 

mayhem

6705

25

3

268

2235

 

Total à

16324

81

 

198

919

ß AVG

Posted

Taking a look at Fey Wode's numbers vs Ostara's numbers (from DEFCON 5) in a Controller Side-by-Side comparison:

 

Rates are stat / minute (standard error) and Indexes are stat / teammate (distribution).

 

image.png.baf2dc9564d2847a2017f51752590f26.pngimage.png.80958c75e4dc7adf816da43c3066a553.png

 

image.png.b0e2d0a74ff76caab862aed3ae7d23a9.pngimage.png.4da99cb52c178ec1a45d945902a38b2b.png

 

image.png.48e96ed6f6a2b3e388fac640b5b3f3cd.pngimage.png.4c2454f890bf46eafc335d092abda51c.png

 

image.png.02f6020cd373b760d3fa6babd556e6a8.pngimage.png.5d7e64890a435a0633c2436023e74316.png

 

image.png.7d946a363148334de27443b3370732af.png

 

image.png.1f2ef3d1e733e5afde49751809aa6f1e.pngimage.png.5640f0d785810d3c51b17f215967a7b2.png

 

image.png.a2638e024a52ead9da35b360eb86b847.png

Posted (edited)

That was the first mayham mission I've done , and first time for any of those reside missions actually.  So I was mostly trying to follow you or the brute to see where I was supposed to be going.

 

And yeah I'm claws/bio armor. I think in your review you wondered on my powers. I had alpha unlocked but nothing built and was still working to unlock others. So fresh 50 basically

Edited by Krazix
+
  • Thumbs Up 1
Posted

Here are the links to the Reaction Vids where I discuss some of the above DEF-DEF and CON-CON comparisons.

 

DEFENDER - Nature / Sonic / Energy

 

CONTROLLER - Dark / Nature / Dark

 

The DEFCON 4 Verdict video is releasing tomorrow.

Posted
On 1/8/2025 at 9:18 PM, Krazix said:

That was the first mayham mission I've done , and first time for any of those reside missions actually.  So I was mostly trying to follow you or the brute to see where I was supposed to be going.

 

And yeah I'm claws/bio armor. I think in your review you wondered on my powers. I had alpha unlocked but nothing built and was still working to unlock others. So fresh 50 basically

 

Thanks for joining up for the test in part 2. That was a solid team. I thought we were going to steamroll all 3 missions, but then things got a little too loose on the Mayhem. Good stuff.

Posted (edited)

DEFCON 4 Nature Affinity Verdict Is In!

caveat - all stats, results and conclusions are based on this one test of 2 builds on 5 missions and is not meant to conclude anything beyond that framework.

 

 

Analyses were based on the following 5 stats collected from /logchat:

1. Survivability = personal defeats

2. Risk = ally defeats

3. Lethality = foe defeats

4. Threat = damage output

5. Resilience = damage input

*Liability Ratio derived stat was determined by comparing the Threat : Resilience values

 

Calculations performed: 

  1. Means = Average Stat over span of 5 (6) missions
  2. Rates = Stat / Minute calculation
  3. Indexes = Stat / Teammate calculation
  4. Composites = Rate / Teammate* 

*likely replacing Indexes in future analyses

 

Statistics performed:

  1. Correlation = R-square of line of 'best fit' to identify 'real' relationships between Time (x) and Stat (y). True Relationship established with 0.90 or greater.
  2. Distribution = Box n Whisker Plot of Indexes to determine if Stat distribution is related to teammate number. Narrow distributions indicate consistent 'per teammate' data, which is expected with consistent teammate number and identity between missions. Broad distributions indicate inconsistent 'per teammate' data, which is expected if teammate number and identity are variable. Overlapping Box Plot indicates no significant difference between compared DEF v CON.
  3. Standard Error = Bar Graph of Average Stat Rates with Error Bars. Overlap between Error Bars indicates no significant difference between compared DEF v CON.

 

Results (posting only graphs showing statistically useful values - watch video for full breakdown):

 

image.png.00422c2fd3a457129d2a551d570acdef.png Defender demonstrates significant correlation

 

image.png.6c5405e12643e22f7a371eb4dd24f18b.png Defender demonstrates significant correlation

 

--------------------------------------------------------------------------------------------------------------------

 

image.png.2c165dea2b303655bcd40bbd75b493f3.png Controller shows slightly significant Lethality Rate advantage

 

image.png.a57e8052cf2794bc4c0c890782e0bc52.png Controller shows significant Resilience Rate advantage

 

image.png.851e23982d1eb5cfd9f10d85200aa4e4.png Controller shows very significant Liability Ratio advantage

 

-------------------------------------------------------------------------------------------------------------------

 

image.png.3223c2ba4c5d27425ff8cfc129a66013.png Controller composite indicates damage output is slightly superior

 

Conclusions

While the slight advantage in damage output by the controller (Fey Wode) can be explained by in-game observations (see the previously posted Team videos), it is clear there is a significant difference in the amount of Damage Input (taken) by the controller vs the defender (Skreaming Tree). Fey Wode took significantly less damage than Skreaming Tree and this cannot be fully explained by team, mission or tactic variables. Her per minute rate of incoming damage was LESS THAN HALF that taken by her defender counterpart despite having run one extra mission and spending nearly 20 minutes longer on the test with smaller teams.

 

Further demonstrating her superior performance is the Liability Ratio Standard Error comparison. Her Liability Ratio takes into account both her statistically significant Resilience difference along with her slightly significant difference in Threat (damage out). This Standard Error graph clearly indicates a dramatic difference between controller and defender in these tests, wherein Fey Wode produced nearly 4x the Damage out : Damage in. Most of this difference can be attributed to her much lower Resilience rate.

 

From my observations and review of the character Builds, Solo missions and Team missions, I attribute her far superior Resilience values to the -To Hit Debuff secondary effects of Dark Control. So while the defender build was producing faster results (likely from greater team damage due to stacking -RES debuffs), the controller was avoiding being hit and taking damage altogether. The combination of controls and -to hit debuffs that Fey Wode was able to combine created a superior support character despite Skreaming Tree having much stronger buff numbers (for example, he produced double the Absorb numbers when using Wild Bastion).

 

This difference may, however, be inconsequential as although the Defender (and likely his teammates) were being hit more often and thus taking more damage, his superior Buff numbers from Heal, Absorb, and Regen may simply make the extra incoming damage moot. That said, I think the advantage this controller brings is in the direct application of damage mitigation from controls and debuffs to the enemy, which will benefit the entire team, whereas the defender's superior buffs require allies willing and able to remain within range of support clicks like the above-mentioned Wild Bastion.

 

One area that is difficult to measure is the effect of the -RES debuffs of sonic attack. The shorter mission times and Skreaming Tree's relatively lower damage output are signs that the enemies are being defeated faster likely because allies' damage output was higher. However, without those ally stats to analyze directly, it's impossible to say for certain.

 

A final thing that can't be overlooked is the sheer damage output of the pets, mostly in the controller's column, in these tests. Fey Wode's pets collectively out damaged her throughout all 6 of her test missions. Skreaming Tree's lore pets, meanwhile, contributed substantially to his Threat numbers as well, but he lacks the additional pets available to a Dark Control controller from Shades and Umbral Beast. I surmise that if a defender can acquire an additional damaging pet through the Patron Pools, that would significantly increase their offensive output and combined with their blast allow them to out damage many controller combinations routinely.

Edited by Dark Current

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