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Posted

Decided to finally buckle down and take down each armors toggle usage to compare them to their peers. Nothing mind blowing, there may already be something out there already and I just didn't see it. 

Basically, I checked each armor and left all the possible toggles on to see how much endurance they would consume per second. These did not include any enhancements or recovery discounts. Just flat out endurance usage from the toggles as is. There might be some folks curious about them, or maybe it is just my tiny frozen mind that finds enjoyment out of these.

Sentinel Toggles.PNG

Tanker Toggles.PNG

Brute Toggles.PNG

Stalker Toggles.PNG

Scrapper Toggles.PNG

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Posted
2 minutes ago, icesphere said:

These did not include any enhancements or recovery discounts.

I appreciate you going to the effort to compile this information, but without taking all powers in a set, including those granting extra recovery, an end cost discount, or other forms of end-granting skills, it can create an incomplete picture about an armor set's effectiveness.  For instance, radiation armor's particle shielding grants a significant bonus to end recovery, or bio armor can quickly switch between efficient or other modes, on the fly...

Posted
30 minutes ago, biostem said:

I appreciate you going to the effort to compile this information, but without taking all powers in a set, including those granting extra recovery, an end cost discount, or other forms of end-granting skills, it can create an incomplete picture about an armor set's effectiveness.  For instance, radiation armor's particle shielding grants a significant bonus to end recovery, or bio armor can quickly switch between efficient or other modes, on the fly...

That's only relevant if you're aiming to create a comprehensive guide, though. Things like Bio Armour's efficient mode would be almost impossible to factor in in a way that would perfectly reflect its contribution, especially in a way that doesn't mean you have to dig into advanced calculus to factor. At most, I'd say it would be worth adding a dagger next to any sets with end-modifying abilities that could change the subjective performance, with a little disclaimer explaining this.

Posted (edited)
1 minute ago, BasiliskXVIII said:

That's only relevant if you're aiming to create a comprehensive guide, though

Wouldn't want to create a useful guide now, would we.  What's the point of providing contextless information?  Who cares if an armor set's toggles cost 3x the normal amount, if it also provided with 5x the end or something?

Edited by biostem
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Posted
22 minutes ago, biostem said:

Wouldn't want to create a useful guide now, would we.  What's the point of providing contextless information?  Who cares if an armor set's toggles cost 3x the normal amount, if it also provided with 5x the end or something?

 

Given that it's implicitly not a guide, but a table of endurance usage by armour set, it seems to perform that function absolutely perfectly. Especially when taken as something that someone has compiled for fun, out of casual interest, and shared their findings out of generosity in case anyone else is curious. It also makes a terrible helicopter, but I'm not going to gauge it on that metric either.

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Posted (edited)
10 minutes ago, BasiliskXVIII said:

shared their findings out of generosity

You are the real MVP!  Don't hurt your shoulder patting yourself, (or the OP), on the back...

Edited by biostem
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Posted

Sorry your findings haven't met the rigorous qualifications to meet the high standards of a prestigious publication like The New England Journal of Medicine *checks* The City of Heroes: Homecoming General Discussion forums there, OP.

 

Rest assured, I still found it interesting and informative nevertheless.

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