QUOTE (Elfenlied @ Aug 5 2013, 02:18 PM)

As long as spirits can't use guns, the streetsam will outdamage and outrange them. Let's take a F7 spirit, which is high force yet can be summoned without risk of dying (though it can still knock out the mage cold) by a starting mage with Exceptional Attribute (Magic). In short, it's the most badass spirit a mage will willingly use, with most mages opting for lower Force. Let's make it an Air spirit, since they've got the best offensive DP and no situational weaknesses like Fire/Water spirits. The spirit has the following attack options (assuming it takes Elemental Attack and Energy Aura) and Defense DP:
Elemental Attack: Complex Action, DP 17, DV 14, AP -7, 0-7m range, possible elemental effect (usually electricity)
Melee Attack: Complex Action, DP 17, DV 11, AP-7, melee range (Reach 0), possible elemental effect (usually electricity)
Engulf: Complex Action, Initial DP 17, subsequent DP 12, DV 14, AP -7, Gasmasks and similar gear grant immunity
Defense: DP 18
Soak: DP 19 (if Hardened Armor works), DP 5 (if it doesn't)
So yeah, it looks pretty badass. Do note that it is the mage's main source of damage in any given fight. Our sample mage could potentially muster up a F7 Lightning Bolt, but that one does DV 7 AP -7, which is laughable when compared to handguns larger than a pistol. Also, the Drain is 4 on that spell, which a standard mage (Assuming Logic 6 and Willpower 5) will not fully soak on an average roll.
So, let's compare those numbers to those of Mr Streetsam. I will assume a similar degree of optimization, since the sample mage above is already specialized and tricked out as fuck in order to reliably summon F7 spirits. The Streetsam in question will have Agility 9 and Strength 9 (easily doable with cyberarms) for the purpose of offense, Reaction 5(7) and Intuition 5. He has 6 ranks in his combat skills, with an appriopriate specialization and will utilize a smartlink. Also, he has an implanted Reflex Recorder. I will list a couple of the most popular weapons that are available at chargen; most streetsam will be able to reasonably use two of them with the listed proficiency.
Enfield AS-7 with APDS: Simple Action, DP 20, DV 13, AP -5, 0-150m range (0-10m without penalty)
Ares Alpha with APDS: Simple/Complex Action, DP 20, DV 11, AP -6, 0-550m range (0-25m without penalty)
Katana: Complex Action, DP 18, DV 12, AP -3, melee range (Reach 1)
Unarmed: Complex Action, DP 18, DV 11, AP 0, melee range (Reach 0)
Defense: DP 12
Soak: DP 28 (assuming Body 5, R2 Armor on both cyberarms, Alu Bone Lacing, Orthoskin R3, Armor Jacket)
As we can see, the streetsam has higher DP than the air spirit (which is a glasscannon; expect most spirits to have lower DP for offense), does slightly less damage with slightly less AP, vastly outranges the spirit, dodges worse but soaks a lot better. Furthermore, he can utilize Burst Fire/Full Auto to further enhance his offensive advantage, and armor mods such as Nonconductivity do not gimp his damage (whereas Nonconductivity R6 completely neuters the Air spirit). Also, he is not as situationally vulnerable as the spirit is; turning off wireless reduces his shooting DP by 2, which is a lot better than the spirit getting hit by something that bypasses its ItNW.
In conclusion: The biggest, baddest spirit an optimized mage can summon out of chargen (without gambling his life) gets outperformed by a similarly optimized streetsam, who even incurs fewer risks while doing so.
Elfenlied,
In the spirit of mathematical fairness, lets see how this plays out with the figures you called in.
First, on the defense:
PhysicalDodge
Spirit: 18
Sam: 12
Soak
Sam: 28 Soak = 9 DV soaked, prior to AP mods.
Spirit: 19 Soak (even beating HA doesn't make the armor disappear just allows damage, pg 398, ) = 6 DV + 7DV Autosoak = 13 DV Soaked prior to AP mods
So, we can see that for physical defense the spirit is harder to hit, and soaks better, than our optimized sam. And this is a glass cannon air spirit.
So far, winner = spirit who cost 2S.
Magical DirectSpirit = 7
Sam = 5 (may have broken chargen to get this high, but meh)
Winner: Spirit that costs 2S
ElementalWe'll say the sammie was smart enough to kit out non-conductivity 6 here as pretty much everyone does. SnS you know.
Sam = 14 (1/2 armor) + 5 Bod + NC 6 = 25 = 8 DV for electric, 6 for everything else.
Spirit = 7 +5 = 12 DP = 4 DV + 7 Autosoak = 11 DV, or 13 DV plus hardened armor 14 against electric conventional - or a meager 2 DV against magical hits.
So, not surprising, our spirit can happily out soak elemental damage from normal sources. Granted, it is magically weak, but with a dodge pool of 18, direct magic attacks ar enot liekly to plug it anytime soon.
OVERALL DEFENSEWith one minor exception, the spirit who costs 2 stun out dodges and out soaks the sammie by a wide margin..even if that sammie goes full defense.
So, so far the spirit is better than the sammie defense wise.
OffenseInitiativeSpirit: 18 + 2D6 (avg = 7) = 25
Sam: 12 + 3D6 (avg 11) = 23
Looks like the spirit is faster...
To hit:Spirit: 17 DP = 5, maybe 6 hits...but rating 3/4 NPCs will dodge 2, maybe three of them for 3 net hits...and the spirit will get a mere 1 net hit against professional 5 and 6 NPCs.
Sammie katana: 18 DP = 6 hits
Sammie assault rifle (got through security) = 20 DP...but we'll say he went ahead and tricked it out for 4 points of RC plus his own three = 7 RC, allowing him go DP 18 on full auto= 6 hits..but any professional 4 and below enemy gets no chance to dodge. Professional 5 and 6 enemies will on average take 2 hits away from the sammie.
So, it would appear that the sammie will typically generate 2-3 more net hits than the spirit.
DamageWe will do two sets of damage calculations, one for a rating 3 policeman R4 I3 B4 W3 Armor 12, and one for a red samurai, R7 I5 B6 W5 Armor 18
Vs the policeman
Sammie katana = 6 hits, enemy 2 hits, 4 net hits. = 16 P -3 vs 13 soak (4 hits) = policeman in overflow.
Sammie Alpha = 6 hits, no enemy defense, = 17 P -6 vs 10 soak = policeman pretty dead
Spirit either = 5 hits, 2 enemy hits, 3 net hits = 17P - 7 vs 9 soak = policeman still very dead
So, it looks like vs the average joe our spirit can wipe the house as well as the sammie.
Lets try notching it up.
vs Red Samurai
Sammie Katana = 6 hits, 4 enemy hits, 2 net hits..unless the enemy full defs, in which case its a wash = 14P -3, soak is 21 for 7 hits = 7P the red samurai is still standing, albeit at -2. He will take 1, amybe 2 more katana swipes to kill
Sammie Alpha = 6 hits, -9 enemy def for 1 def hit, 5 net hits = 16P -6 vs soak 18 for 6 hits = 10 P By virtue of his might body score, the red samurai is still up with a -3. The sammie should kill him next AP, though by the end his recoil will require a cooldown phase
Spirit = 17 DP, 5 hits, enemy 4 hits, 1 net hit = 15 P -7 vs 17 soak for 5 hits = 10P, the same as our Sammie with an assault rifle. You got it, one more swing to bring him down.
So, it appears that even versus the top notch enemies, the 2S drain spirit is just as good as the optimized sammie in damage output.
RangeSammie: 50m for the short band, remainder as per AP
Spirit: run speed is 44m/turn + 40 meters of sprint (14 DP, 4 hits, 10 m per hit) = 84m/turn or for its 3 APs, 28m/AP...+7 for actual range = 35m immediate range per AP
Looks like in any closed environment, the sammie's rang advantage matters little in the face of the spirit's phenomenal speed.
Of course, the spirit can materialize close enough to the enemy to negate this by using 2 complex actions to dematerialize, astral move, and rematerialize.
Offensive conclusionsThe spirit is easily as good as the sammie offensively unless the firefight happens well outside normal SR ranges. For preplanned attacks that those usually are the longer range ones, the spirit simply attacks of the astral, materializing a convenient bend or dumpster away form the enemy before the attack begins.
Allow me to be clear..the spirit, summonable for 2S, has the offensive power against even R6 NPCs equivalent to an optimized samurai.
IntangiblesSpirit: You can always get another one. Has many useful other powers. Can travel in astral. Can fight astral threats if needed. Can be asked to perform a variety of services which can emulate a runner, with DP in secondary skills well above most runners.
Sammie: To actually perform as optimized, needs to be pink mohawk as hell.
Paper ConclusionsThe spirit is better than the sammie defensively, and his equal offensively. And both the spirit and the mage outshine the sammie in sheer utility. So, in short, yes, that 2S DID buy a pet the equal to or better than the Sam.
So, 2S buys you an optimized, resurrectable sammie. Yes, I think we can conclusively say there is no hard limit to spirits.Field TestSeeing as how katana sammie sucks, we will field test alpha sammie, and the spirit in a bad sort of situation. the combat will start at precisely 50m to give the optimized sammie the best conditions, with all parties in good cover, with each character vs 2x red Samurai as above. All fights are independent. No one is being particularly clever, raw dice on dice. The red sam will have APDS
Begin
Initiative!Spirit: 18 + 2D6 (avg = 7) = 25
Sam: 12 + 3D6 (avg 11) = 23
Red Samurai: 12 + 3D6 (Avg 11) = 23
Sammie wins the tie with his foes on ERIC.
Spirit AP 1 (25)Sprint! Covers 28m
RS1 and RS2
Full Auto!
18-3 recoil after RC, 15 DP, 5 hits vs 18 - 9 FA + 2 run = 11, 3 hits. 2 net hits For RS1 and RS2 (the -1 2nd attack is meaningless) so, 13P Vs 13 soak, 4 hits + 7 autoboxes = 2 DV each, for a total of 4 DV from the 2x RS attacks...
Spirit AP 2 (15)
Close the gap and elemental attack RS1 as per damage study = 10P to RS1, who is now on his ass, -5 init, -3 wound
RS 1: stand up and...guess what..recoil is still in effect...it'll have to be a short burst to have a chance...DP 9 vs DP 18...yeah..thats a no go, but its either that or no more actions this turn...a swing and a miss
RS 2: could 12 vs 18 it...save the shot for IP 3
Spirit AP 3
Spirit tears apart RS 1 with 17 offensive DP vs at best 13 defensive DP in full def...
RS 2 hoses him on full auto again, this time the spirit is not running, for 3 damage. Spirit is at 7 damage.
Spirit turn2, AP 1,
Same initiative
Spirit covers the gap with a rnage of 35 including its sprint, elemental attack as per damage study. 10P and RS2 is on his ass.
RS 2 stands up and finds himself 9 vs 18. Nothing.
AP2
RS2 diesto another elemental attack.
Result: Spirit is still semi alive and cna be happily used for whatever. he could probably do this trick again and get at least 1 of them.
Sammie AP 1Short burst!
DP 20 vs DP 12 + 4 cover - 2 short = 2 net hits, 13P -6 Vs 22 (16) soak = 8P and on his ass (full auto would be 10p and on his ass, but the sammy needs his recoil..and its still 2x shots to kill)
RS 1 stands up and long bursts
18 - 2 wound-1 recoil = 15 vs 12 + 4 cov - 5 long = 11 = 1 net hit, 12 S - 6 vs 28 (22) = 4S...oooph.
RS 2 full autos!
15 DP after recoil is 12 + 4 cov - 9 FA -1 wound -1 2nd attack, 5 DP = 3 net hits. 14S vs 28 (22) = 6S...good thing we gave our sammie WP 5 huh? On his ass
RS2 and RS 1 now have the intiative! 13 and 11 vs sammie modified to 10
They cool down their recoil since the sammie is flat behind cover.
Sammie AP 2 (10)
Stand up, let her rip on a long burst with the last of his RC.
DP 20 -3 wound Vs DP 12 + 4 cover -2 wound -5 long, DP 9 = 3-4..call it 4..net hits. 15P -6 vs 22 (16) soak = 10P more and RS 1 dies.
RS2 re-full autos the wounded sammie...and down he goes, 6S more knocking him out.
RS2 walks over to the comatose sam and executes him or captures him.
Results: The optimized gun sammy might be a match for 1x R5 NPC, but 2 or more will clock him in a firefight.
Final results of the field test!WINNER: The spirit that costs 2S to summon! 7 damage taken, 2 bad guys dead.
DEFINITE LOSER: Optimized sammie, lost after felling one RS.
So. now you know why I tend to think a bonus skill with minimal drain might need some hard limits.