SimplyTHEBEST Posted:
Optimal clbum equipment + starter packs:
Camwhore:
Red Strap-Ons™
* Max Sexiness +75
* Offense +5
* Defense +5
* Luck +5
Professor Tightly’s Old-Fashioned™ Corset
* Max Sexiness +250
* Charisma +7
* Luck +7
* Defense +7
Glbumes are no longer relevant as they are actually cheaper to buy at auction than the store for a person of average frugality, and so are available to every clbum but emokid.
Starter pack:
Who’s That ****?™ Starter Pack
* Charisma +5
* Offense +1
Total bonus: +9 offense/+12 defense.
+21 combined (63 UP eq), +12 points in luck (12 points UP eq). 75 UP total
Emokid:
Lobe Stretching
* Max Tears +325
* Offense +8
* Defense +8
Nautical Star
* Max Tears +225
* Offense +5
* Defense +5
First Cut is the Deepest™ Starter Pack
* Charisma +1
* Offense +4
* Defense +3
Total bonus: +29/+25
+54 combined (162 UP eq),
Emokids start off with mediocre DPR, but their damage bonus to damage quickly boosts their output. They are the only clbum that can’t wear glbumes, but if they could it would be enough to make them unquestionably the most powerful clbum.
Hacker:
Beast0r High-Speed Cables (x4)
* Defense +15
* Offense +15
* Luck +10
Total bonus: +60/+60
+120 combined (360 UP eq), +40 points in luck (40 points UP eq). 400 UP total
Hackers can get enough PP from .moar files to make up for using x4 cables, and they don’t have to sacrifice much (if any) offense to do it. That gives them a serious stat advantage that more or less offsets their low base attack power.
Troll:
Tumorous Kidney
* Max Douchebaggery: 600
* Offense: 10
* Defense: 35
You Little ****™! Starter Pack
* Defense +8
Total bonus: +10/+67
+77 combined (231 UP eq)
Trolls have insanely high base damage, and the low offense granted by their Eq doesn’t make a lot of difference once you factor in .moar files. The high defense just means that they can put fewer points into egomania than other clbumes, and don’t need to spend as much time healing.
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UP per clbum:
Camwhore: 75UP
Emokid: 162UP
Hacker: 400UP
Troll: 231UP
Earbleeders:
* Charisma +25
* Offense +18
* Defense +12
+30 combined (90 UP eq)
UP per clbum with Earbleeders:
Camwhore: 165UP
Emokid: 162UP
Hacker: 490UP
Troll: 321UP
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Offense modifiers to damage as per above without Earbleeders:
Camwhore: +68.697% Damage
Emokid: +221.357% Damage
Hacker: +457.98% Damage
Troll: +76.33% Damage
Offense modifiers to damage as per above with Earbleeders:
Camwhore: +206.091% Damage
Emokid: +221.357% Damage
Hacker: +595.374% Damage
Troll: +213.724% Damage
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Highest damage output attack cycle:
Camwhore: Fetish pics(225)->Hand Bra(200)->Loop
Average Damage per cycle round: 212.5
Adjusted without Earbleeders: 358.5
Adjusted with Earbleeders: 650
Emokid: Everybody Hurts(230)->Quoth the Raven(175)->Loop
Average Damage per cycle round: 202.5(*)
Adjusted without Earbleeders: 651(*)
Adjusted with Earbleeders: N/A
(*Base, not adjusted for bonuses from health loss)
Hacker: avtr(105)->ipz(205)->avtr(105)->Recipes(200)->avtr(105)->404(120)->avtr(105)->flipr(95)->avtr(105)->Ophelia(100)->Loop
Average Damage per cycle round: 124.5
Adjusted without Earbleeders: 695
Adjusted with Earbleeders: 866
Troll: Political Flamebait(350)->Shock Sites(220)->Loop
Average Damage per cycle round: 285
Adjusted without Earbleeders: 502.5405
Adjusted with Earbleeders: 892.05
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Of course, all these are just factoring in base stats, and don’t account for playstyle. Hackers, for example, can’t sustain a cycle like that without using PP restoratives, and Emokids get a damage boost equal to the percent of their health that is gone. This means that, in practice, Emokids do much more damage (~+50%, as a ballpark figure) while Hackers do a bit less (Dropping flipr and one or more of avtrs, for example).
Further, since UP distribution varies from player to player I can’t really create a ‘typical’ build for showing ‘normal’ end-game point distribution. However, the high defense of the Hacker and Troll free-up points for other things. Also, the Hacker’s initial offense bonus is somewhat dampened by all the offense boosts available (UP, .moar files, books, etc… ), while the Troll’s is exacerbated.
I wrote this up to show that the low base damage and long cycle times that the Hacker suffers from are offset by the clbum’s large stat boosts, while the high base damage of the Troll has no such weakness.
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TL;DR: Hackers aren’t actually all that bad off. They’re pretty close to being in balance with Emokids, and fixing balance issues with them will have to wait until Camwhores and Trolls are brought back in-line.
Your math is completely misleading; you only calculate the damage modifiers without the mbumive boosts from .moar files and Upgrade Points, which are available to all clbumes. The attack bonuses are much closer together when those are accounted for, making Hackers much worse than you make them appear. Also, your Hacker attack loop is wrong; it’s really easy to come up with a better loop.
EDIT: I probably don’t need to quote the whole thing, but I don’t know which parts to remove. Anyway, a sample better loop (in terms of damage/turn):
Of course, what really matters is not average damage output, but average number of turns needed to kill a thread. Simple attack loops will require on-the-fly adjustment for such things as not wasting high-powered attacks on near-death threads. I generally don’t bother with preset loops, since thread health so often necessitates adjustments to the loop.
EDIT 2: Also, does the concept of a tank clbum make any sense in a game with a significant incentive (Lemon scoops, better Vanilla, and better jobs) for hitting fast and hard?
EDIT 3: Better loop: ipz->avtr->X->404->avtr->X->avtr->repeat, where X cycles between Recipes, Ophelia, and flipr.