doozerdude wrote...
Phoenix has 10% better power damage in his passive. He also has a 30% power damage bonus in his fitness.
As for Nova-cancelling, I consider this cheating. I am not against reload canceling, an exploit to give you a few split seconds fster firerate, but exploiting a glitch to make yourself invincible? Come on, that isn't nearly in the same league as a split second RoF increase.
Now I know tons of people love doing this, and by all means, go ahead and exploit the **** out of it. But a glitch does not make one power better than another.
Damage: HUGE Advantage Smash
Range: About the same
BEs: Advantage Smash, can prime as well as detonate, does not require teammate for BE
CD: Advantage Nova
Survivability: Advantage Smash
Wallhacks: Advantage Smash
Exploitability: Advantage Nova
Smash IV ___ Nova II
I'm not gonna get into whether or not Nova-cancelling is an exploit or clever use of game mechanics but I will continue with the different points you listed, while considering Nova-cancelling to be part of it. You can't really ignore it. Well, you CAN but the benefits outweigh the question of whether or not its an exploit. My personal opinion though so...eh.
Damage: Smash does hit harder, yes. I will give you that. Solo, a smash will generally hit harder than a Nova. In a group setting it will also hit like a truck and detonate or prime either tech or biotic stuff(depends on rank 4 smash regarding priming)
Napkin math time.
Smash if given biotic charge power synergy, power damage in passives in addition to picking the hardest hitting route,
4A, 5A, 6A(will cover 5B in a moment) without any damage gear or consumables will do 3970.31 damage to armor/barriers and 2268.75 to shields. Does enough to health where they are basically dead, so, not gonna worry about that.
Nova, if given the same things but with the Nova route being
4B, 5B, 6A will lead to less damage done than Smash, yes. But even if you do not use Nova-cancelling, you have two uses of it and with a high enough cooldown you can charge right back in there and repeat it over and over for the most part.
In a solo scenario, Smash wins with damage. In a group scenario, it also wins with pure damage output if cooldown is possibly chosen for biotic/combos. The rate at which a Novaguard could detonate these in comparison to a low cooldown Smash tends to favor Nova however. Half Blast adds up over the match, even if Smash's cooldown in 5B was taken.
Range: 8m on Smash vs. 6.6 on Nova if radius is taken. One doesn't require you to be in the thick of it(and can go through walls) but one does. So, basically the same, yes, though Nova's invincibility frames and ability to throw out two Novas with Half Blast adds up like I mentioned earlier.
Biotic/Tech combos: Smash can prime and detonate, true. In a solo setting, Smash wins a little here. In a group setting, Smash doesn't even come close. Novaguard does require others to prime, true, but the rate at which said Novaguard can detonate everything is possibly the best in the game. There's no other feeling greater than being in the thick of it and Nova spamming as you watch fire explosions and biotic combos detonate over and over because of said Nova spamming.
Cooldown: Long-story short, Nova wins due to not generating a cooldown in addition to having 2 available to use if chosen as such. The synergy with a short charge cooldown is a beautiful thing.
Survivability: I'm going to put wallhacks into this spot. If you're sporting the geth scanner on Smashguard, you will generally be safe, yes. In addition to hitting like a truck. Fair point there. But this is where the Nova-cancelling kicks in. If a Novaguard who is utilizing Nova in such a way to where he is basically invincible(and isn't cheapshot by Scions...dang plasma bullets<_<), he will be able to keep the group combos going.
HOWEVER, in a solo scenario, wallhacks with Smash win.
and yes, exploitability, Nova.
Solo advantages for Smash: 3 and possibly add 1/2 for range going sort of even with Nova.
Solo advantages for Nova: 1 1/2. Wins on cooldown.
Group advantages for Smash: 1 1/2 (two halves from damage output and range).
Group advantages for Nova: 3 1/2 (half being range). In a group setting with proper primers, he's a walking detonator.
TL;DR: So basically it kinda evens out. I'm not saying Smashguard is bad. I'm just saying don't underestimate the power of Nova in a group setting.
Modifié par Ryuji2, 24 avril 2013 - 07:00 .