PD ORTA wrote...
Yes, another TA buff... i'm happy. All they need to do is buff the detonation and it will be (almost) perfect.
Edit: just realised they did buff detonation. I'll have to use it a bit more.
PD ORTA wrote...
Yes, another TA buff... i'm happy. All they need to do is buff the detonation and it will be (almost) perfect.
nuculerman wrote...
Omega-202 wrote...
nuculerman wrote...
Omega-202 wrote...
40% damage resistance on a Human Sentinel with a 30% power damage boost and less than a .2 second penalty on Warp? What part of that was necessary? They were already the best character to use against Reapers without a doubt and now they're even better.
You do know biotic explosions are not effected by power damage passives, right?
A human sentinel without tech armor has better DPS potential than a human sentinel with tech armor.
OH GOODY!! We're going to do some math again to show you how much of an idiot you are!!!
Here's why you're a moron:
Do you know how much you get slowed down by Tech Armor? No? Of course you don't.
If you argue that DPS matters, when it physically can't because you PHYSICALLY cannot activate your powers fast enough for it to matter then you're a moron. Its that simple.
This is the actual convo, with his condescending "do you know??" math taken out for brevity.
And you're taking issue that I called his ARGUMENT fallacious and said "thanks for playing?"
K.
Modifié par GodlessPaladin, 22 mai 2012 - 10:25 .
Omega-202 wrote...
Remove my insults. Now prove my math wrong. Prove that there is a decrease in DPS that is possible to notice in practice.
I've conclusively shown that under PERFECTLY optimal conditions, on Silver, the difference is .5 DPS DISREGARDING the rest of the damage that Warp and Throw do.
Show me that the math is wrong. Prove that .5 DPS (btw a single Avenger I bullet does 38.6 for comparison) is something that EVER has an effect on gameplay. Show that your original assertion is correct and I'm wrong.
Omega-202 wrote...
So as an estimate (and this is all I can come by without delving into the .ini files again), Silver explosions with 2 detonation upgrades in Warp + Throw = 2500 damage.
You can write all the calculations that you want, you can do in-game testing and eyeball it all you want.
Without definite numbers, your calculations are all just estimates and not 100% accurate math.
Modifié par GodlessPaladin, 22 mai 2012 - 10:41 .
DaDiddles wrote...
You can write all the calculations that you want, you can do in-game testing and eyeball it all you want.
Without definite numbers, your calculations are all just estimates and not 100% accurate math.
Definitely agree there.
I'd also like to say that Reave may not be the best way to measure BEs, since it deals pretty hefty damage over time, and it stacks. For all we know, Reave could have added another 1000-2000 damage over the time it took to detonate all those BEs.
In the end, the extra damage is probably negligable at best. I'd say the true benefit in the end, is just that you don't have to waste a respec card to get rid of Tech Armor.
Modifié par Bobkyou, 22 mai 2012 - 10:44 .
GodlessPaladin wrote...
What does Tech Armor really do for the HS to make it worth more than extra points in passives?
Did you account for the true DR formula? Because IIRC 40% actually is less than 40%.Omega-202 wrote...
With 30% resistance, a 6/5/3 (Armor, Alliance, Fitness) was ~9% more durable (overall) than a 0/6/6 at the sacrifice of 10% weapon damage or 30% weapon weight.
Modifié par GodlessPaladin, 22 mai 2012 - 10:43 .
GodlessPaladin wrote...
The real argument for Tech Armor, IMHO, isn't whether or not it is better to leave it on or off... it's whether it justifies taking the build points out of ALLIANCE TRAINING or FITNESS. That is the comparison that we should be doing. Taking points out of Alliance Training DOES cost DPS in a meaningful way (Is 10% Hurricane damage negligible?), and (correct me if I'm wrong) doesn't dropping Fitness lose you more effective health/shields than dropping TA?
Where does one find the proper balance?
Let's not forget the stagger causing AoE explosion that's on a low cooldown. In some situations it will give you infinitely more survivability than a few percent of health and shields ever would.Omega-202 wrote...
GodlessPaladin wrote...
What does Tech Armor really do for the HS to make it worth more than extra points in passives?
With 30% resistance, a 6/5/3 (Armor, Alliance, Fitness) was ~9% more durable (overall) than a 0/6/6 at the sacrifice of 10% weapon damage or 30% weapon weight.
I haven't done the numbers on the new 40% but I'm kinda getting fed up with this thread at this point. Someone else can crunch the numbers.
Serkevan wrote...
GodlessPaladin wrote...
The real argument for Tech Armor, IMHO, isn't whether or not it is better to leave it on or off... it's whether it justifies taking the build points out of ALLIANCE TRAINING or FITNESS. That is the comparison that we should be doing. Taking points out of Alliance Training DOES cost DPS in a meaningful way (Is 10% Hurricane damage negligible?), and (correct me if I'm wrong) doesn't dropping Fitness lose you more effective health/shields than dropping TA?
Where does one find the proper balance?
Now this is the real question. Let's see the case for a 6/6/6/5/3 build. This one has, IIRC, 2500 effective health (625 shields+625 health)*(1/0.5 [DR ]), while the last fitness rank adds up to a grand total of (no TA build) of 2*825=1650 effective health. As we see, the only benefit associated with fitness over TA is the difference in shield recharge times. Actually, a 6/6/6/6/0 build still has 2000 effective health, still above the no-TA build. Other, completely different thing, is the 10 damage per bullet (assuming a Hurricane I) we lose if we forget the last perk on Alliance Training... I don't know how that would compute.
GodlessPaladin wrote...
Good point Cyonan. Does anyone know what the damage for BEs is on Gold?
Omega-202 wrote...
What I am going to say is that this result was literally found with the best means possible. Throw was used DIRECTLY after Reave and the image was frozen directly after the impact. Reave had at most 2 "ticks" worth of damage applied in the amount of time it took for the effect to explode. Throw is the lowest damage detonator possible as it was not specced to deal any actual damage. This combo, isolated directly after the jump in health loss is the best estimate I was able to find.
Modifié par Cyonan, 22 mai 2012 - 10:46 .
Modifié par GodlessPaladin, 22 mai 2012 - 10:49 .
GodlessPaladin wrote...
social.bioware.com/forums/forum/1/topic/343/index/11485213/1
According to this, you need something like 133% DR to take 0 damage... meaning the game tooltip, ONCE AGAIN, is lying to you when it says it reduces damage by 50%.
We need to take this into account.
ManixEther wrote...
While I appreciate the Bat Sent's (my favorite class) buffs, submission net is still terrible. The only use I have for it is against Phantoms, and you have to set it up on the ground for it to even hit them. They've walked over my net many times, so a proper buff/fix would be increasing the area of the trap activation. Why would anyone use submission net over shockwave for stunning troops when they dodge it 90% of the time (with an 8 second base cooldown to boot!)?
ManixEther wrote...
While I appreciate the Bat Sent's (my favorite class) buffs, submission net is still terrible. The only use I have for it is against Phantoms, and you have to set it up on the ground for it to even hit them. They've walked over my net many times, so a proper buff/fix would be increasing the area of the trap activation. Why would anyone use submission net over shockwave for stunning troops when they dodge it 90% of the time (with an 8 second base cooldown to boot!)?
GodlessPaladin wrote...
social.bioware.com/forums/forum/1/topic/343/index/11485213/1
According to this, you need something like 133% DR to take 0 damage... meaning the game tooltip, ONCE AGAIN, is lying to you when it says it reduces damage by 50%.
We need to take this into account.
Modifié par Cyonan, 22 mai 2012 - 11:03 .