Overview Introduction Following GU50, the developers the developers defined a spec for baseline testing in the Testing Tips, Do's and Don'ts thread. In the GU50, Tunso Testing, and Player Testing thread, players decided to meet the devs more than half way and conduct range and melee balance tests in the baseline Tunso Test spec. It also included player feedback expressing concern about how that spec scales to live performance and the need for acknowledgement of the midrange playstyle. The devs formally acknowledged a DPS Balance Initiative with three phases. https://forums.daybreakgames.com/dcuo/index.php?posts/3358876/ https://forums.daybreakgames.com/dcuo/index.php?posts/3363550/ https://forums.daybreakgames.com/dcuo/index.php?posts/3363615/ https://forums.daybreakgames.com/dcuo/index.php?posts/3363619/ https://forums.daybreakgames.com/dcuo/index.php?posts/3363639/ https://forums.daybreakgames.com/dcuo/index.php?posts/3363654/ https://forums.daybreakgames.com/dcuo/index.php?posts/3363679/ https://forums.daybreakgames.com/dcuo/index.php?posts/3381685/ Phase 1: Baseline Balance The first phase was based on making rapid adjustments to powersets using the Tunso Test spec. There was continued player feedback about the use of this spec but players agreed to suspend disbelief long enough to see this phase concluded. The goal of this phase was to get all powersets performing within a +/- 5% tolerance of specific targets. Melee Target: 20,644 DPS Range Target: 14,120 DPS Adjustments were made in rapid succession by tweaking the numbers on powersets. These were not revamps. They were not aimed to change the design of the powersets. We are now going to conclude this phase of the initiative. The targets were met with five exceptions: Earth, Sorcery, Quantum, Celestial and Gadgets. Read on for details on them. Phase 2: Scaling At the heart of scaling is agreeing upon a scaled-up spec for the purposes of determining how different powerets scale up between the baseline "Tunso Test" spec and the scaled "Live Test" spec. This may include changing distribution of stats, tweaking how design components work, and/or additional adjustments to base numbers to make the results perform within +/- 5% tolerance of scaled up targets. Live Test TargetsMelee Target: (To be announced)Range Target: (To be announced) Live Test SpecThe Live Test spec is best done on PC Test to control variables. In general most players aren't willing to downgrade their modding on Live and might not have the plans. Some might not be CR126 anymore either. So I'd rather just keep it to PC Test.I buy iconic and rare styles to get my SP in that range. That does take a good amount of time to setup the toon. Tunso Test toons are quick/easy to create comparatively. You can mod differently. I have 5 PC Test Toons. One for trying content that I try to keep fully maximized. One for Tunso Tests. One for Precision Live Tests. One for Might Live Tests. One for Prec/Might Live Tests. Feat unlocks really help making additional toons. Each toon has 4 bases named: NatureElec, MunFireIce, QuanMenGad, RageCelLight. Each base has armories setup for the powersets the base names. I stock up on testing helpers to get access to power change tokens. I use those for switching powers of for field respecs.Skillpoints are generally, Middle of every tree Any desired non-WM combos All T1 Crit Innates WM for any desired WM combos WM Prec/Might Innates for any WM you unlock Unlock additional WM based on the T2 Innates provided Might build goes for Might T2 innates first Precision build goes for Precision T2 innates first Might-BasedCR 110 Gear10423 Might3380 PrecisionMainframe Mods: Core Strength, Escalating Might, Max DamageRD Mods: Might VII, Might/Health VII, Might/Powers VIIGenerator Mods: All Precision 6.2League Proficiencies: Damage Out, Critical Attack, Might & Precision160 SP getting All T1 Crit Innates, T2 Might Innates, and any available for WM Damage InnatesPrecision-BasedCR 110 Gear8874 Might4873 PrecisionMainframe Mods: Relentless Precision or Escalating Might, Core Strength, Max DamageRD Mods: Prec VII, Prec & Health VII, Prec & Power VIIGenerator Mods: All Precision 6.2League Proficiencies: Damage Out, Critical Attack, Might & Precision160 SP getting All T1 Crit Innates, T2 Precision Innates, and any available for WM Damage InnatesMight/Precision BasedCR 110 Gear10049 Might3928 PrecisionMainframe Mods: Core Strength, Escalating Might, Max DamageRD Mods: Might/Prec VII, Might/Health VII, Might/Powers VIIGenerator Mods: All Precision 6.2League Proficiencies: Damage Out, Critical Attack, Might & Precision160 SP getting All T1 Crit Innates, T2 Might Innates, and any available for WM Damage InnatesResultsTesting results should look like this:https://forums.daybreakgames.com/dc...ive-scaling-and-midrange.259325/#post-3396165Scaling Concerns Pets:Pet damage does not scale up between Baseline Test and Live Test For this reason, Earth and Sorcery were balanced directly to the Live Test Mainframe Mods:Quantum takes advantage of Core Strength / Penetrating Strikes twice, once while loading up a Time Bomb and then again when the Time Bomb pops. For this reason, Quantum will be balanced directly to the Live Test Precision Damage:Weapon DPS does not scale up between Baseline Test and Live Test It is believed this benefits powersets like Ice, Fire, Munitions, Gadgets, Mental, Quantum over powersets with a precision component like Hard Light, Rage, Celestial, Nature and Earth Phase 3: Midrange Currently we are awaiting a decisions from the developers on how to address mid-range. The primary choices for them are to: Remove Midrange from all Powersets Add Midrange to all Powersets There are variations to how those options are executed. Fundamentally these adjustments will mean design changes to every powerset. Melee and RangeRegardless if any content supports it, powersets have been designed to enable melee damage at 0m for max damage potential and range damage at up to 25m for acceptable damage potential. Players have always been able to mix melee and range techniques for a damage potential higher than acceptable while approaching but less than the max potential.Midrange HistoryThis discussion identifies midrange as taking a ranged positioning within 12.5m of your target and leverage abilities that work within that position. This is of interest because of the history of AMs. Gadgets was the grandfather of the 12.5m move with EMP. Player envy led to future AMs of other powersets to request melee damage ranges to extend to 12.5m for other powersets or to include a 12.5m damage scalar added. These tweaks were done in the mentality of hitting additional adds while engaging in 0m.Gadgets and CelestialGadgets has historically broken a number of rules that are worthy of adopting for player preference sake or addressing. It is for this reason that Gadgets will not be balanced in phase 1 but rather at some point during phase 2 or 3 to ensure it can be looked at in a single pass. Similarly, Celestial doesn't differentiate melee and range damage at all and will be balanced in a single pass also.Nature and ElectricityOne key consideration will need to be how midrange is addressed for DoT powers. There's a difference between needing to stay at 0m or needing to stay within 12.5m for the entire duration of a fight compared to only needing to jump into melee or midrange to cast a single power and then safely retreat to full range. This is specifically a consideration for Nature and Electricity.