wednesdaywoe Posted March 23 Posted March 23 (edited) I have independently researched, tested and reviewed everything —and definitively concluded that Defenders are the highest form of life. Case closed! Edited March 23 by wednesdaywoe 1 Builds, leveling, and general vulgarity: https://www.youtube.com/@wednesdaywoeplays
Dark Current Posted March 23 Author Posted March 23 18 hours ago, wednesdaywoe said: I have independently researched, tested and reviewed everything —and definitively concluded that Defenders are the highest form of life. Case closed! I sense zero bias in this statement.
Dark Current Posted March 25 Author Posted March 25 My Reaction and Analysis video of the Vexaris team trials is up!
tjknight Posted March 25 Posted March 25 On 3/22/2025 at 10:38 PM, Dark Current said: DEFCON 1 is underway! Getting ready for Trap-off between my defender and controller to see who is nastier! The Matchup video: ----------------------------------------------------------------------------------------- In the Blue Corner, we have my defender Cherie da Bom, a lunatic on the fringe who packs an AR named Boom Boom Pow and a bag full of tricks. Inspired by the Punisher and the Green Goblin. MIDS Build: Cherie da Bom - Defender (Traps).mbd 43.41 kB · 2 downloads -------------------------------------------------------------------------- And in the Red Corner, is my controller Vexaris, an illusionist who wields the power of a trickster god through mystical artifacts recovered from an ancient temple. MIDS Build: Vexaris - Controller (Illusion Control).mbd 45.38 kB · 2 downloads @sawgrass here ... Just a side comment .... I ❤️ the concept for this guy. Re-imagining traps as mystical artifacts totally works. The character concepts for this game are like 50% of the fun for me!!! 1
Dark Current Posted March 25 Author Posted March 25 17 hours ago, tjknight said: @sawgrass here ... Just a side comment .... I ❤️ the concept for this guy. Re-imagining traps as mystical artifacts totally works. The character concepts for this game are like 50% of the fun for me!!! Thanks, Saw! I agree about character concepts being the foundation for fun. If I can't get into a character, I find it's generally the concept and costume just haven't gelled yet. I wish we had customizable objects beyond weaponry. Or powers you could replace with objects. I'd love the Blackwand to shoot dark blast powers from!
FFTMime Posted March 26 Posted March 26 I'll be honest, back on live I was a Grav/Kin Controller main, Space Cat, even back when they didn't have double damage to controlled targets. Space Cat was a space catgirl with a garrish color scheme that was kicked off of her home planet for being too annoying. Having kept playing the same controller till I quit the game, I can safely say... CONTROLLER TRASH I never even played Defenders. I just know how bad controllers really are. It was always a passion. Not a decision based on functionality. It's bad. They're bad. There are tons of reasons why. Unless successive updates have done something incredibly silly, they have the simple problem of being the most helpful AT to have around in every situation except the exact situations you want help in. At which point they can't even get double damage procs,, and having played controller since near release I can say you may as well expect them to go brawl the target at that point. It is the most fun AT in the game both in gameplay and concept and the worst designed from a realistic standpoint of how the game wants to work. Which is a shame cause it's the closest you will ever feel to being an actual wizard. Terrible at killing but essentially unassailable. That said, I don't doubt somehow madmen can proc build and power pool their way to success regardless. I don't know a lot about Homecomming itself. I post this before reading the thread to see just how wildly my opinion changes post research.
Maelwys Posted March 28 Posted March 28 On 3/26/2025 at 12:42 AM, FFTMime said: That said, I don't doubt somehow madmen can proc build and power pool their way to success regardless. I don't know a lot about Homecomming itself. Procs and Power pools are nice, but IMO by themselves they're rarely the primary factor behind whether a given toon will perform well or not. A large part of Controller performance on teams is going to come from their "Support" set; and certain powersets simply don't care about the higher buff/debuff scalars of a Defender because you become "capped" just as easily on other lower-scalar ATs. Kinetics is a prime example of this: Fulcrum Shift spam is going to get you to the damage cap regardless of whether it's from a Defender or a Controller or even a Mastermind. Marine Affinity is another one that can work better on non-Defenders - the more friendly entities attacking (e.g. MM Henchmen or Controller Imps/Phantom Army/Vines/etc) the more damage Shifting Tide procs deal. There are also a good few standout "Control" powersets: Plant is widely regarded as the best all-rounder; to the point that many won't play it because it makes things "too easy" (Seeds of Confusion + Creepers can practically carry a whole team by itself) . However Arsenal can come pretty close (Smoke Cannister + Sleep Grenade/Flashbang spam) and has the ability to tank AVs. And obviously Illusion becomes very good too whenever you get sufficient recharge for Perma Phantom Army (and give them the Soulbound proc) - but opportunities to leverage Containment are few and far between on it. And IMO this is the biggest point worth making about damage procs on Controllers - using them in attacks that have low base damage but reasonably high base recharge (e.g. many controller abilities) will provide a noticeable boost to that attack's damage without you having to jump through hoops to leverage containment... and whilst they don't benefit from +damage buffs; they will from -resistance debuffs (e.g. what your 'Support' powerset is may be very relevant here). Epic/Patron pools can also provide a big boost; depending on how you choose to go. Armor toggles. Decently-damaging attacks. Powerful Debuffs (like Poisonous Ray). More Pets. Endurance Management tools. Mez Protection. Self-Healing. Self-Rez. Damage/ToHit buffs. And Power Boost (absolutely huge for Forcefield and Time Manipulation). As for pool powers? Specific ones can be leveraged to add a large amount of performance in specific situations ('Hasten' for Perma-PA Illusion Controllers; for example) and whenever you combine them with Procs a few pool powers will become surprisingly good sources of damage and/or debuffs (such as 'Weaken Resolve' from the Force of Will pool) but IMO usually they'll only be providing minor additional utility or a filler attack or two; rather than a character-defining boost in performance. 1
FFTMime Posted March 28 Posted March 28 5 minutes ago, Maelwys said: Procs and Power pools are nice, but IMO by themselves they're rarely the primary factor behind whether a given toon will perform well or not. I guess one can't bleed a stone. I've started a Fluff/Fluff controller, and I am in love all over again. The -ToHit really helps in the interm, but I know this is a temporary life. I still remember being on a TF where we simply did not have the damage to kill the AV, and at that moment I wished I had spent all those hours leveling a blaster instead. Any blaster. Maybe a defender at least. It's, sadly, one of my core original COH memories. At least it made me appreciate the role blasters played. You don't know to appreciate having a nice overtuned one till you need it. I mean you are there for catching runners or the occasional enemy making a run at the blaster. The blaster you do genuinely need more than you are needed. They'll be incredibly thankful you were on the look out for it. Since even great tankers need a moment to respond to that. Silly things can still happen. I don't know. I just wish there was another AT I enjoyed this much.
Carnifax Posted March 28 Posted March 28 1 hour ago, FFTMime said: I've started a Fluff/Fluff controller, and I am in love all over again. The -ToHit really helps in the interm, but I know this is a temporary life. I still remember being on a TF where we simply did not have the damage to kill the AV, and at that moment I wished I had spent all those hours leveling a blaster instead. Any blaster. Maybe a defender at least. It's, sadly, one of my core original COH memories. At least it made me appreciate the role blasters played. You don't know to appreciate having a nice overtuned one till you need it. A Dark / Dark controller will be laying on -Resists and -Regens so they definitely pull their weight on TFs and vs AVs. Plus pet damage from the doggie & haunts. And keeping the bugger in one place. I basically kept Rommie on his back (steady) yesterday on an ITF with my Fire / Marine. And was donating damage via the Imps ("free" damage with regards to animation times), +dam to the whole team and -resist on Rommie. Here's a side by side parse of that run vs a Dual Pistols / Kin corruptor I ran earlier this week. Definitely held my own. 1 My level 50 builds [Bullitt Time : DP/Kin Corruptor] [Carnifax : Ill/Dark Controller] [Kerriae : Plant/Storm Controller] [Echinoderm : Bio/Spines Tank] [Iron Brew : Mace/Rad Brute] [Snookered : Staff/NRG Brute] [iScream : Ice/Ice Scrapper] [Binman : Savage/Shield Stalker] [Modul-8 : Time/Sonic Defender] [Concussion Blast : Fire/NRG Domi] [Orblivion : Dark/Martial Domi] [Mombie : Necro/Nature MM] [Tempore : Water/Time Blaster] [Thermodynamic Flux : Ice/Fire Blaster] [Carni's Online CombatLog Parser Alpha]
FFTMime Posted March 28 Posted March 28 6 hours ago, Carnifax said: Here's a side by side parse of that run vs a Dual Pistols / Kin corruptor I've been skimming the forum for a sense of how things work in Homecoming, and I've never seen something nice said about Dual Pistols. Just how bad is it?
Carnifax Posted March 28 Posted March 28 3 hours ago, FFTMime said: I've been skimming the forum for a sense of how things work in Homecoming, and I've never seen something nice said about Dual Pistols. Just how bad is it? AoE is good. Likes to be in melee. Can't compete with Fire or Ice in single (like most sets) but it's great fun. My level 50 builds [Bullitt Time : DP/Kin Corruptor] [Carnifax : Ill/Dark Controller] [Kerriae : Plant/Storm Controller] [Echinoderm : Bio/Spines Tank] [Iron Brew : Mace/Rad Brute] [Snookered : Staff/NRG Brute] [iScream : Ice/Ice Scrapper] [Binman : Savage/Shield Stalker] [Modul-8 : Time/Sonic Defender] [Concussion Blast : Fire/NRG Domi] [Orblivion : Dark/Martial Domi] [Mombie : Necro/Nature MM] [Tempore : Water/Time Blaster] [Thermodynamic Flux : Ice/Fire Blaster] [Carni's Online CombatLog Parser Alpha]
FFTMime Posted March 29 Posted March 29 So one of those low single target damage but high aoe sets. I could see why a lot don't like it as such. Something to be said for designating the toughest guy in the room for death RIGHT NOW. Particularly on a blaster.
Dark Current Posted April 2 Author Posted April 2 I had this done a week ago, but I'm just now getting around to releasing my DEFCON 1 Verdict: Traps goes to the DEFENDER!!! My detailed reasons are in my YT video linked below, but the short version is that while the statistics suggest a tie, the Controller had what I would call (in hindsight) a disqualifying team and therefore his stats are suspect, if not misleading. Overall, the defender provided better defenses while the controller provided superior offense. Now that all 5 levels of DEFCON are complete, all the stats will be combined and analyzed in totem and patterns looked for to answer the big question: who is the superior support archetyped? Is a defender with the better buff / debuff numbers and their arsenal of blasts, better? Or is the controller with their synergy between controls and support? Or are they statistically indistinguishable? Or is 'better' a situational product? Find out in the next video: DEFCON 5 FINAL JUDGEMENT... coming Soon
Dark Current Posted April 17 Author Posted April 17 (edited) FINAL VERDICT: Controllers ARE the Superior Support Archetype vs. Defenders Recap of all DEFCON Matchups: Deep-dive Statistical Analysis of Aggregate Defenders vs Controllers: Edited April 17 by Dark Current
Dark Current Posted Friday at 10:56 PM Author Posted Friday at 10:56 PM The Bulwark vs. The Binder… SURVIVABILITY Support Mission P Defeats Time Teammate RATE COMPOSITE Support Mission P Defeats Time Teammate RATE COMPOSITE Electrical 1 0 13 3 0.000 0.000 Electrical 1 0 8 4 0.000 0.000 2 1 11 4 0.091 0.023 2 0 14 4 0.000 0.000 3 0 11 5 0.000 0.000 3 0 17 4 0.000 0.000 4 1 13 5 0.077 0.015 4 1 19 3 0.053 0.018 mayhem 1 28 5 0.036 0.007 mayhem 1 26 4 0.038 0.010 Nature 1 0 7 4 0.000 0.000 Nature 1 0 12 4 0.000 0.000 2 0 6 4 0.000 0.000 2 0 18 4 0.000 0.000 3 0 4 4 0.000 0.000 3 0 13 2 0.000 0.000 4 0 18 4 0.000 0.000 4 0 7 3 0.000 0.000 5 0 6 3 0.000 0.000 mayhem 2 27 4 0.074 0.019 mayhem 0 25 3 0.000 0.000 Time 1 0 8 4 0.000 0.000 Time 1 1 25 4 0.040 0.010 2 0 12 4 0.000 0.000 2 0 28 4 0.000 0.000 3 0 6 4 0.000 0.000 3 0 22 4 0.000 0.000 4 0 16 4 0.000 0.000 4 0 15 4 0.000 0.000 safeguard 0 30 3 0.000 0.000 safeguard 0 41 4 0.000 0.000 Kinetics 1 1 8 4 0.125 0.031 Kinetics 1 0 6 4 0.000 0.000 2 0 16 4 0.000 0.000 2 0 8 4 0.000 0.000 3 0 12 4 0.000 0.000 3 0 11 4 0.000 0.000 4 0 4 4 0.000 0.000 4 0 12 4 0.000 0.000 5 1 11 4 0.091 0.023 5 0 20 4 0.000 0.000 Traps 1 0 14 4 0.000 0.000 Traps 1 0 6 4 0.000 0.000 2 0 15 4 0.000 0.000 2 0 11 4 0.000 0.000 3 0 7 4 0.000 0.000 3 0 6 4 0.000 0.000 4 0 7 4 0.000 0.000 4 1 10 4 0.100 0.025 mayhem 0 33 4 0.000 0.000 Safeguard 0 27 4 0.000 0.000 TOTAL 7 337 4.04 0.020 0.005 AVG TOTAL 4 413 3.77 0.009 0.002 0.038 0.009 STD 0.023 0.006 0.008 0.002 SE 0.005 0.001 Interpretation: Survivability – Personal Defeats Defenders: Took more defeats on average, but the difference wasn’t statistically meaningful. Slightly more volatile survivability. Controllers: Fewer defeats overall with tighter clustering, but isolated spikes skewed a few results. Distribution Insight: Defenders had more outliers (4 vs. 3), suggesting greater variance, but most data still clustered tightly around the mean. No correlation found between defeat rate and time for either archetype. Verdict: Neither side showed a consistent edge. Performance > archetype.
Dark Current Posted Friday at 10:57 PM Author Posted Friday at 10:57 PM (edited) The Bulwark vs. The Binder… RISK Support Mission A Defeats Time Teammate RATE COMPOSITE Support Mission A Defeats Time Teammate RATE COMPOSITE Electrical 1 1 13 3 0.08 0.03 Electrical 1 1 8 4 0.13 0.03 2 3 11 4 0.27 0.07 2 3 14 4 0.21 0.05 3 1 11 5 0.09 0.02 3 12 17 4 0.71 0.18 4 4 13 5 0.31 0.06 4 1 19 3 0.05 0.02 mayhem 10 28 5 0.36 0.07 mayhem 1 26 4 0.04 0.01 Nature 1 0 7 4 0.00 0.00 Nature 1 0 12 4 0.00 0.00 2 0 6 4 0.00 0.00 2 0 18 4 0.00 0.00 3 0 4 4 0.00 0.00 3 1 13 2 0.08 0.04 4 5 18 4 0.28 0.07 4 0 7 3 0.00 0.00 5 0 6 3 0.00 0.00 mayhem 2 27 4 0.07 0.02 mayhem 3 25 3 0.12 0.04 Time 1 1 8 4 0.13 0.03 Time 1 2 25 4 0.08 0.02 2 0 12 4 0.00 0.00 2 1 28 4 0.04 0.01 3 0 6 4 0.00 0.00 3 1 22 4 0.05 0.01 4 0 16 4 0.00 0.00 4 1 15 4 0.07 0.02 safeguard 3 30 3 0.10 0.03 safeguard 4 41 4 0.10 0.02 Kinetics 1 1 8 4 0.13 0.03 Kinetics 1 2 6 4 0.33 0.08 2 1 16 4 0.06 0.02 2 1 8 4 0.13 0.03 3 1 12 4 0.08 0.02 3 0 11 4 0.00 0.00 4 0 4 4 0.00 0.00 4 1 12 4 0.08 0.02 5 1 11 4 0.09 0.02 5 0 20 4 0.00 0.00 Traps 1 1 14 4 0.07 0.02 Traps 1 0 6 4 0.00 0.00 2 0 15 4 0.00 0.00 2 1 11 4 0.09 0.02 3 0 7 4 0.00 0.00 3 1 6 4 0.17 0.04 4 1 7 4 0.14 0.04 4 0 10 4 0.00 0.00 mayhem 2 33 4 0.06 0.02 Safeguard 3 27 4 0.11 0.03 TOTAL 38 337 4.04 0.09 0.02 AVG TOTAL 40 413 3.77 0.10 0.03 0.11 0.02 STD 0.15 0.04 0.02 0.00 SE 0.03 0.01 Interpretation: Risk (Ally Defeats) Overall Outcome: No significant difference in Risk Rate between Defenders and Controllers. Both archetypes had an average team defeat rate of around 0.10 per minute — meaning their teams suffered a defeat roughly once every 10 minutes, on average. Consistency & Spread: Composite distributions for both archetypes were narrow and overlapping, indicating a stable and similar performance level. The Controllers showed two high outliers, indicating occasional team collapses that weren’t seen in the Defender runs — but those were exceptions, not patterns. No Correlation to Mission Length: Neither archetype showed a meaningful relationship between mission length and team defeat rate. Long or short, the rate remained consistent, suggesting reliability across mission types and durations. Conclusion: Despite Controllers occasionally having spike events (likely due to burst failure of controls or pet AI quirks), the overall team safety profile was nearly identical between the two archetypes. DEFEAT LOAD Across all the entire DEFCON 5 series… How punishing were these missions were on the team overall? How well the team was protected over time? Which archetype carried the weight of team safety better? If you add all player defeats (personal + ally) and divide by the average number of teammates (including the support character), you get a “Defeat Load” — or how many total defeats occurred per player on the team. Interpretation: The number is very close: both archetypes resulted in about 9 total defeats spread across each player slot over their missions. This backs up the previous conclusions: no meaningful difference in team-wide fragility or risk management. The load per player is basically the same. Edited Friday at 10:59 PM by Dark Current
Dark Current Posted Friday at 11:01 PM Author Posted Friday at 11:01 PM (edited) The Bulwark vs. The Binder… LETHALITY Support Mission F Defeats Time Teammate RATE COMPOSITE Support Mission F Defeats Time Teammate RATE COMPOSITE Electrical 1 32 13 3 2.5 0.8 Electrical 1 25 8 4 3.1 0.8 2 50 11 4 4.5 1.1 2 25 14 4 1.8 0.4 3 32 11 5 2.9 0.6 3 26 17 4 1.5 0.4 4 19 13 5 1.5 0.3 4 44 19 3 2.3 0.8 mayhem 74 28 5 2.6 0.5 mayhem 78 26 4 3.0 0.8 Nature 1 25 7 4 3.6 0.9 Nature 1 46 12 4 3.8 1.0 2 22 6 4 3.7 0.9 2 128 18 4 7.1 1.8 3 2 4 4 0.5 0.1 3 70 13 2 5.4 2.7 4 42 18 4 2.3 0.6 4 30 7 3 4.3 1.4 5 14 6 3 2.3 0.8 mayhem 81 27 4 3.0 0.8 mayhem 61 25 3 2.4 0.8 Time 1 42 8 4 5.3 1.3 Time 1 91 25 4 3.6 0.9 2 53 12 4 4.4 1.1 2 101 28 4 3.6 0.9 3 26 6 4 4.3 1.1 3 45 22 4 2.0 0.5 4 31 16 4 1.9 0.5 4 45 15 4 3.0 0.8 safeguard 127 30 3 4.2 1.4 safeguard 87 41 4 2.1 0.5 Kinetics 1 16 8 4 2.0 0.5 Kinetics 1 24 6 4 4.0 1.0 2 47 16 4 2.9 0.7 2 42 8 4 5.3 1.3 3 38 12 4 3.2 0.8 3 55 11 4 5.0 1.3 4 9 4 4 2.3 0.6 4 33 12 4 2.8 0.7 5 24 11 4 2.2 0.5 5 114 20 4 5.7 1.4 Traps 1 23 14 4 1.6 0.4 Traps 1 24 6 4 4.0 1.0 2 46 15 4 3.1 0.8 2 41 11 4 3.7 0.9 3 26 7 4 3.7 0.9 3 33 6 4 5.5 1.4 4 23 7 4 3.3 0.8 4 17 10 4 1.7 0.4 mayhem 88 33 4 2.7 0.7 Safeguard 85 27 4 3.1 0.8 TOTAL 998 337 4.04 3.0 0.8 AVG TOTAL 1384 413 3.77 3.6 1.0 1.1 0.3 STD 1.4 0.5 0.2 0.1 SE 0.3 0.1 Interpretation: Controllers had a higher average kill rate than Defenders — but this wasn't domination. It was consistency. Controllers are opportunists. They create fragile windows of vulnerability through control and illusion, then capitalize. Their damage output often comes in waves — phantasms, creepers, pets, DoTs — and it works because the battlefield is under their thumb. They aren't rushing. They're setting the stage and letting the clockwork run. Defenders, on the other hand, are slow burners. Their lethality builds. Their tools — often debuffs, auras, positional blasts — compound over time. And while their average kill rate was lower, the correlation with mission time tells a story: the longer the mission, the more dangerous the Defender becomes. That’s not just about output — it’s about traction. “Who kills more?” The answer is: Controllers, slightly. But if you’re asking, “Who shapes the kill tempo?”, then it becomes trickier. Controllers frontload and finish. Defenders ramp and sustain. LETHALITY LOAD – interpreting the kill pressure Across the entire DEFCON 5 series… How lethal were these teams overall? How much offensive pressure did they apply as a group? Which archetype generated more total team impact over time? To answer that, we calculate the Lethality Load: Add up all foe defeats from the mission logs. Divide by the average number of teammates (excluding the support character) to determine how many kills were generated per teammate slot across all missions. This gives a sense of teamwide combat output — and allows direct comparison to the individual Lethality stats of the Defenders and Controllers. Interpretation: Teammate Kills: Nearly identical — both archetypes led teams that delivered similar total kills. Kills per Teammate: Again, close — suggesting that teammates across both sides contributed evenly, kill-wise. Controller Lethality is concentrated, even though their teammates didn’t lag too far behind the defender’s. Defender kills = 22.5% of total team kills (998 / 4437) Controller kills = 31.2% of total team kills (1384 / 4441) Controllers may have had more tools or pets tagging final blows. Their builds could be funneling more combat to themselves — through summons, AoEs, or aggro manipulation. Or, their teammates were more supportive/less aggressive, letting Controllers shine. Defender Lethality is Distributed as their teams had higher kills per teammate than the controller’s. More ally throughput — teammates dealt the finishing blows more often. Defenders might not be logging the kills, but they’re boosting teammates’ performance. Defenders amplify the team’s total lethality, even if they personally don’t get the credit on the scoreboard. Edited Friday at 11:03 PM by Dark Current
Dark Current Posted Friday at 11:04 PM Author Posted Friday at 11:04 PM (edited) The Bulwark vs. The Binder… THREAT Support Mission DMG Out Time Teammate RATE COMPOSITE Support Mission DMG Out Time Teammate RATE COMPOSITE Electrical 1 26686 13 3 2053 684 Electrical 1 28898 8 4 3612 903 2 43998 11 4 4000 1000 2 50124 14 4 3580 895 3 35956 11 5 3269 654 3 34983 17 4 2058 514 4 32188 13 5 2476 495 4 64033 19 3 3370 1123 mayhem 136770 28 5 4885 977 mayhem 90620 26 4 3485 871 Nature 1 25917 7 4 3702 926 Nature 1 47382 12 4 3948 987 2 19978 6 4 3330 832 2 86902 18 4 4828 1207 3 4611 4 4 1153 288 3 62640 13 2 4818 2409 4 47292 18 4 2627 657 4 26531 7 3 3790 1263 5 9054 6 3 1509 503 mayhem 86752 27 4 3213 803 mayhem 74236 25 3 2969 990 Time 1 42504 8 4 5313 1328 Time 1 94081 25 4 3763 941 2 56179 12 4 4682 1170 2 103122 28 4 3683 921 3 21825 6 4 3638 909 3 48758 22 4 2216 554 4 44633 16 4 2790 697 4 51038 15 4 3403 851 safeguard 124568 30 3 4152 1384 safeguard 110426 41 4 2693 673 Kinetics 1 17597 8 4 2200 550 Kinetics 1 30271 6 4 5045 1261 2 55480 16 4 3467 867 2 32299 8 4 4037 1009 3 36397 12 4 3033 758 3 58663 11 4 5333 1333 4 15607 4 4 3902 975 4 47442 12 4 3953 988 5 26970 11 4 2452 613 5 93463 20 4 4673 1168 Traps 1 24937 14 4 1781 445 Traps 1 36405 6 4 6067 1517 2 41152 15 4 2743 686 2 41197 11 4 3745 936 3 26942 7 4 3849 962 3 31473 6 4 5246 1311 4 13016 7 4 1859 465 4 29218 10 4 2922 730 mayhem 83810 33 4 2540 635 Safeguard 97492 27 4 3611 903 TOTAL 1091766 337 4.04 3164 791 AVG TOTAL 1480751 413 3.77 3783 1029 1021 267 STD 1061 380 204 53 SE 208 74 Interpretation: Controllers delivered significantly more damage per minute on average: CON AVG: 3,783 damage/min DEF AVG: 3,164 damage/min Both archetypes showed a clear correlation between damage output and mission time — longer missions gave more room for their impact to build. Controllers also had more volatility, with a wider range of values and a high outlier that pushed their composite distribution further than defenders, who were more consistent with no outliers. Threat Quotient (DMG Out : Foe Defeats) "How much damage does it take for a support archetype to get a kill?" A lower Threat Quotient means: More of a character’s damage results in kills directly. The player is likely landing finishing blows or dealing high-impact, decisive bursts. A higher Threat Quotient might suggest: The character’s damage is spread across enemies, weakening them but letting teammates land the final blows. They’re playing a more enabling or support-through-damage role. Results Defender TQ: 1088 damage per foe Controller TQ: 1003 damage per foe Statistical Tie (no significant difference) Positive correlation for both ATs — more damage = more kills, consistently Edited Friday at 11:08 PM by Dark Current
Dark Current Posted Friday at 11:12 PM Author Posted Friday at 11:12 PM (edited) Controllers' Pet-centricity Interpretation: Controllers unleashed more overall damage, driven heavily by their high-performing pets (48% of their total damage on average). Defenders relied more on their personal output, with pet contributions making up a smaller share (only 28.8% of total damage). Statistically, this was a very large difference: Defender pet damage: 777k out of 1.09M Controller pet damage: 770k out of 1.48M This suggests Controllers act as force multipliers, leveraging summoned pets to maintain consistent pressure and damage across missions — even when the controller isn’t doing the bulk of the blasting. Meanwhile, Defenders embody a “do-it-yourself” ethos, channeling the bulk of their value through their own powers, not proxies. Pet Protection "Does higher pet damage correlate with fewer ally deaths?" Interpretation: Defender Slope: 5712 pet dmg per ally defeat Controller Slope: 5537 pet dmg per ally defeat No correlation for either AT Pets aren’t reliably absorbing or distracting enough enemies to reduce team casualties in a predictable way. The similar slope values show equal levels of investment in pet-generated threat, but the lack of correlation suggests their protection value is situational — maybe spiking during certain fights (e.g., large groups or drawn-out mayhems), but not reliable across all missions. Pet Aggression "Does pet damage lead directly to more kills?" Interpretation: Defender Slope: 329 pet dmg per foe defeated (no correlation) Controller Slope: 475 pet dmg per foe defeated (with correlation) Controller pets are delivering reliable finishing power — the correlation shows a direct link between pet damage and actual kills. Their minions aren’t just nibbling at edges; they’re actively closing fights. Defender pets are contributing solidly (lower slope), but their impact is more diffuse — possibly because they’re soaked into AoE fights where others land the kills, or because defenders mix more personal damage into the equation. Edited Friday at 11:13 PM by Dark Current
Dark Current Posted Friday at 11:14 PM Author Posted Friday at 11:14 PM (edited) The Bulwark vs. The Binder… RESILIENCE Support Mission DMG In Time Teammate RATE COMPOSITE Support Mission DMG In Time Teammate RATE COMPOSITE Electrical 1 4519 13 3 348 116 Electrical 1 3102 8 4 388 97 2 10026 11 4 911 228 2 9459 14 4 676 169 3 7181 11 5 653 131 3 11204 17 4 659 165 4 14233 13 5 1095 219 4 12474 19 3 657 219 mayhem 17804 28 5 636 127 mayhem 11172 26 4 430 107 Nature 1 1764 7 4 252 63 Nature 1 1134 12 4 95 24 2 1352 6 4 225 56 2 2779 18 4 154 39 3 1870 4 4 467 117 3 2409 13 2 185 93 4 14316 18 4 795 199 4 2805 7 3 401 134 5 492 6 3 82 27 mayhem 13203 27 4 489 122 mayhem 6705 25 3 268 89 Time 1 7274 8 4 909 227 Time 1 11511 25 4 460 115 2 2624 12 4 219 55 2 6112 28 4 218 55 3 532 6 4 89 22 3 7993 22 4 363 91 4 2611 16 4 163 41 4 4986 15 4 332 83 safeguard 13706 30 3 457 152 safeguard 17166 41 4 419 105 Kinetics 1 5985 8 4 748 187 Kinetics 1 1557 6 4 259 65 2 3798 16 4 237 59 2 3773 8 4 472 118 3 3888 12 4 324 81 3 2071 11 4 188 47 4 3390 4 4 847 212 4 2739 12 4 228 57 5 7723 11 4 702 176 5 4845 20 4 242 61 Traps 1 5997 14 4 428 107 Traps 1 3117 6 4 520 130 2 2429 15 4 162 40 2 1800 11 4 164 41 3 1684 7 4 241 60 3 3359 6 4 560 140 4 3272 7 4 467 117 4 9696 10 4 970 242 mayhem 5571 33 4 169 42 Safeguard 8517 27 4 315 79 TOTAL 156752 337 4.04 481 118 AVG TOTAL 152977 413 3.77 373 100 286 66 STD 210 55 57 13 SE 41 11 Interpretation: Controllers took less damage per minute than Defenders by a statistically significant amount (SE ranges do not overlap). Controllers: 373 dmg/min (±41 SE) Defenders: 481 dmg/min (±57 SE) No correlation was found between incoming damage and mission time for either group. This tells us the trend wasn't due to longer fights — damage just arrived at a steadier clip for both. Composite distribution showed a more tightly packed curve for Controllers, but over 50% IQR overlap means the real difference lies in a small edge, not a massive gap. Resilience Quotient When a support character takes damage, does it protect the team from defeat? Resilience Quotient = Damage In / Ally Defeats A higher number might suggest a support that soaks damage before the team falls. A lower number might suggest that team defeats occurred even when the support wasn’t under fire — or that the damage taken wasn’t impactful. Interpretation: Defenders took more damage per team defeat (2,642) — suggesting they were absorbing more punishment without their team crumbling. Controllers, by contrast, showed a lower damage per defeat (1,763) — either they weren’t being hit as often, or their teams fell regardless of whether they were being targeted. But there was no correlation, so across dozens of missions, there was no consistent relationship between how much a support was hit and whether their allies lived or died. In other words, the damage a support character takes may not be the deciding factor in team safety at all. Maybe it’s not about who takes the hits — it’s about who stops the hits from happening in the first place. Edited Friday at 11:15 PM by Dark Current
Dark Current Posted Friday at 11:16 PM Author Posted Friday at 11:16 PM (edited) Damage Efficiency Interpretation Defenders: Average Efficiency Ratio = 10.1 Controllers: Average Efficiency Ratio = 14.2 Controllers were more efficient at trading hits for harm — they got more bang for each point of damage they endured. The gap was marginal, and in many missions, Defenders kept pace or even outperformed them. Composite distributions largely overlapped, especially in the middle range, with Controllers skewing higher at the top end. Controllers edged out ahead in overall efficiency — but it wasn’t a rout. It was a strategic win, not a show of overwhelming power. Edited Friday at 11:16 PM by Dark Current
Dark Current Posted Friday at 11:19 PM Author Posted Friday at 11:19 PM (edited) Final Verdict: SO…Which Archetype Emerged as the Superior Support — Defender or Controller? After 51 missions, 4,000+ total kills, nearly 2.5 million combined points of damage dealt, and dozens of metrics across five power set matchups, the Controller archetype edged out the Defender in overall performance — but not by dominance. Here’s the call: 🏆 VICTORY: Controller… but with an asterisk. Why Controllers Came Out on Top Higher Damage Output (Threat) Controllers had a statistically significant advantage in damage per minute. This wasn’t a fluke — it held across most matchups and showed correlation with mission time, indicating scalable impact. Superior Lethality Controllers averaged 3.6 kills per minute vs. 3.0 for Defenders — a significant lead. They also claimed 31.2% of total team kills on 5-player teams — punching well above their weight in offensive contribution. Better Damage Efficiency They absorbed less damage per minute and dealt more — ending with higher out:in ratios. Not overwhelming, but the margins were clean and consistent. Higher Threat Quotient Both ATs showed correlation between damage and kills, but Controllers converted their damage to kills more efficiently, often through pet synergy and AoE stacking of damage, controls, debuffs and pets. Caveats: Where Defenders Fought Back Stronger Individual Set Performances In Time Manipulation and Traps matchups, Defenders won clearly, showing that a smart, aggressive build can absolutely rival or exceed a Controller. These wins weren’t marginal — they came with superior personal performance and better team outcomes. Stronger Reliability in Support Roles Defenders consistently had lower standard deviation in key metrics — suggesting greater stability and less reliance on team comp or pet AI. Their Resilience Quotient was higher, meaning they absorbed more punishment before allies went down. Edited Friday at 11:20 PM by Dark Current 1
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