Spike vs Pressure
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Join Date: Dec 2012
02-08-2013, 08:04 AM
Originally Posted by
And I'll re-state the wrench that I'll throw in the gears ... massive alpha strikes and SNB coordination are very real concerns on the opposite end of this spectrum. If we toned down Resists and Regen, it would only serve to amplify these tactics and further destabilize many PvP encounters.
The problem is: coordinated SNB+Alpha attacks are basically the ONLY successful way of attacking these days (well, massive carrier spam is another way, but let's discard that ugly option).
Suggesting that the situation gets worse when you supposedly shift the game more towards the currently ONLY viable option doesn't make much sense.
It used to be possible to send a single dps cruiser (or two semi-dps ships) after a healer or other target and eventually force that target to spend heals on itself to disrupt team healing and open up opportunities. With the current levels of non-boff resists and regen one can barely tickle a player let alone actually pressure him.
And here a copy of my text in the other thread:
Originally Posted by
Boffs / Gear /Reputation: Varous things
Issue: There are many shipclass-agnostic things that provide a huge amount of innate resists and regeneration (both hull and shields) to any ship hat equips them which completely negate pressure damage and lead to a situation where the only kills in a premade vs premade situation are super spike kills from 100% to 0% health that happen with tons of tac buffs and multiple subnukes in a timeframe of just a couple of seconds. This invalidates any damage-dealing builds that are not based on SNB or massive spike damage.
Originally Posted by
This sounds like a complaint that is exclusive to 1v1 scenarios, and PvP is not and cannot be effectively balanced around duels when we have 5v5 (or more) arenas as the standard match. If you are in a team environment, the combined damage of coordination is likely to outstrip an enemy's ability to counter.
Teamwork is OP, but we have to assume that everybody uses it.
Lecturing me about the powers of teamwork... yeah, that inspires confidence in your knowledge of the game.
No, this complaint is not rooted in 1v1 experiences. On the contrary, it comes from 5v5 premade matches.
A full team has a maximum sustained raw damage output against a single target of maybe 20k dps if we're generous. Now add in resists only from EPtS1 (18%), shield power (let's assume effective 80 power after EPtS), elite fleet shields (10*2% + 15% from resa/b) and for fun throw the player a single ES2 with 30% resist, then multiply all these together and you arrive at 70% resist - from stuff that ANY ship can carry + a single ES2 (it's 56% without the ES2; and all ships can carry higher levels of EPtS than just lvl 1 if they like).
Okay, back to the damage. 20k against a single target? 5% = 1k is bleedthrough (assuming resilient shields) and gets soaked up by leadership and the borg hull heal. 5% is simply absorbed by the resilient shield. 90% is shield damage. Now factor in resists. This leaves us with 5.4k dps. From a couple of short tests it looks like a sci ship with T4 passives will have something like 1k+ innate shield regen. EPtS is another 180+ healing per second. A TSS2 with medium aux is something like 300 hps (assuming a 45s cooldown; and we aren't even factoring in the additional resist), the ES2 gives another 400 hps (with a 45s cooldown). So we have easily something like 1.9k shield hps from the ship. (If we add heals among all the ships, we can get above the 5.4k dps, so focus fire without Alpha/SNB support won't get us anywhere.)
Let's assume we want to do something other than alpha/snb kills with a window of opportunity of just 2-3 seconds. Like pressure damage to soften up a target for a target switch of the remaining dps. Take 2 players firing at the target. We have 5.4k total, so two players will do ~2.1k dps. Subtract the 1.9k hps and we have 200 dps. A ship has something like 40k to 60k+ total shield capacity. So it takes us more than 200 seconds to wear down the shields of a single ship with TWO ships attacking a single ship that receives only an ES2. But then there is that teamwork you mentioned, which means the ship will certainly receive an additional heal or two in 200 seconds and we can't do anything to soften up the target. If we just send a single dps to pressure a healer (possibly with RSF+MW), nothing will happen at all. This used to be different.
(And don't forget: achieving this healing is significantly easier to do than dealing the assumed 20k dps.)
You may have noticed that there weren't any significant assumptions about the ship being of a specific class or captain type. I guess innate regen will vary a little, but for example escorts will receive better defense scores to compensate that. So the numbers are more or less shipclass-agnostic.
Now maybe you disagree with my figures. Let's hear yours. What are the dps/hps figures around which you balance the abilities?
Oh, and just for fun: What is the average resist that you suspect is currently the norm in somewhat organised pvp matches?