icesphere Posted January 21 Posted January 21 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. 3 3 8
biostem Posted January 21 Posted January 21 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...
BasiliskXVIII Posted January 21 Posted January 21 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.
biostem Posted January 21 Posted January 21 (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 January 21 by biostem 6
BasiliskXVIII Posted January 21 Posted January 21 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. 2 1 1
biostem Posted January 21 Posted January 21 (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 January 21 by biostem 5
BasiliskXVIII Posted January 21 Posted January 21 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. 2 1
Game Master GM_GooglyMoogly Posted January 22 Game Master Posted January 22 Thanks for posting your findings, Icesphere! 1
MoonSheep Posted January 22 Posted January 22 18 hours ago, icesphere said: 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. my takeaway from this data is that the ultimate defensive alt is a regen stalker 😛 If you're not dying you're not living
Uun Posted January 22 Posted January 22 For a better apples to apples comparison, it might be useful to exclude damage auras from the totals (or create a second column excluding them). More than half the armor sets don't have damage auras, and taunt auras that don't do damage have much lower endurance costs. All the damage auras have a uniform endurance cost of 0.52 end/s, while Against All Odds, Rise to the Challenge, Beta Decay and Invincibility all cost 0.208 end/s. (The taunt auras for Energy Aura, Super Reflexes and Regeneration are folded into armors and have no other effects.) Uuniverse
mistagoat Posted January 22 Posted January 22 Love to see info like this! Thank you Icesphere! 1 SPOON!
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