Arbegla

Legend
  • Posts

    1333
  • Joined

  1. One thing to keep in mind, is that base tohit is 75% (which is what Mids shows) then it multiplies it by your acc bonuses to give you your total acc..

    Honesty, I'd try to fit in Tactics or Focused Accuracy into your build, as those boost 'tohit' which helps you a lot more then accuracy does.
  2. Quote:
    Originally Posted by GavinRuneblade View Post
    Not sure why not though? AVs have higher chance to hit but at the cap they still miss most of the time. What is the % chance to get hit that makes it less attractive than another attack?

    I mean somewhere there is a point where "on average after 10million attacks" AS will still be better than the other attack. If it's at 74 DPA and golden dragonfly is in the 50s I can't imagine AS is better at a 5% chance to be hit (cosftcap) and golden dragonfly is better at 7.5% chance to be hit.

    But I;ve been wrong before (as recently as one post previously in this very thread in fact).
    AVs have higher base 'accuracy' then most mobs, meaning their 'tohit floor' really isn't 5%. Its closer to 7.5% or even higher, which even softcapped means that AVs will just hit you more often.

    Thats also not counting the fact that some AVs have powers or abilities with higher acc modifiers, or tohit bonuses.
  3. Quote:
    Originally Posted by MasterStryker View Post
    Does the Spiritual Alpha ability help in terms of +rech for triage beacons? If so I should look into it for my traps corr. I think I took Musculature. Will have to run more trials if the answer to my question is yes.
    Spiritual will benefit both the Healing and Recharge of triage beacon, as well as boost the recharge of all the /traps powers. Assuming you have endurance under control, spiritual is really the best bet for a /traps user.
  4. Arbegla

    Blappinator?

    I'll second elec/earth. It just sounds amazing
  5. Quote:
    Originally Posted by Ultimus View Post
    Hmm Energy Melee with pre nerf ET?
    To be fair, Energy melee has decent DPA in Total Focus, ET (even post nerf) and Energy punch. Bonesmasher and barrage aren't horrible DPA either, especially with the buff to barrage.
  6. I honesty don't see them changing Foot stomp very much.

    Remember that buff they did to Ice melee? that basically turned Frozen Aura into a cold damage foot stomp, complete with a damage type that is less resisted.

    What makes Foot stomp so nice isn't Foot stomp itself, its Rage, and double and triple stacking it, basically allowing a tanker to walk around at their damage cap all the time. That what makes Foot stomp so nasty.

    (for reference, Foot stomp does 63.17 smashing damage, in a 15ft radius recharging in 20 seconds with a 80% chance for .67KB, Frozen Aura does 63.17 cold damage, in a 10ft radius, recharging in 20 seconds, with a 100% chance for mag 2 sleep)

    The radius is a little higher on foot stomp, but the smashing vs cold damage allows frozen aura to keep up damage wise.
  7. It could be the size of the inspirations. Free accounts only have access to 'small' inspirations, and its not until t8 that you finally gain access to 'large' inspirations as well.

    While I can see how not having access to tells can suck, you can always add the person on your friends list, and chat to them via 'friends' channel (which free accounts have access to) you can also team with them, and chat via team channel. Especially if your running missions together, team should be used pretty often.
  8. Arcanaville, I'd love for you to throw out some actual numbers on the Claws brute vs Claws scrapper debate, as you'll have access to both the knowledge and the experience to prove which would be better.
  9. Quote:
    Originally Posted by JulioThom70 View Post
    If I hear this one more time......

    Brutes have ALREADY BEEN "fixed" to do less damage than Scrappers and more than Tankers. Brutes are already tougher than Scrappers and weaker than Tankers.

    If Claws is an outlier that allows Brutes to come even to (or a teensy bit more than) Scrapper damage doesn't justify yet another Brute Nerf!
    The thing with claws, is that it was 'balanced' do more damage on brutes. It didn't get the reduced endurance cost, or lower recharge that scrappers got, it got a higher damage scale on its attack (when compared to scrappers)

    That higher damage scale, allows VERY HIGH END brutes to meet or exceed scrapper level damage, with identical builds. Its literally in the ballpark of 2% - 5%, and depends entirely on fury being higher then average, which is really only possible with liberal use of 'Frenzy'.
  10. Quote:
    Originally Posted by streetlight View Post
    Because you're ignoring the impact of enhancement values (95%) and crits (+15%, after enhancement and after follow up) on Eviscerate?

    Base Damage = 124.5
    95% Enhancement = 118.275
    3 Stacks Follow Up = 140.06
    Pre-Crit subtotal of 382.835.
    * 1.15 Critical Chance = 440.26
    / 2.508 Activation Time = 175.54 DPA/target

    For an AOE attack chain, Follow Up > Spin > Eviscerate looks good.

    Spin...

    Base Damage = 98.85
    95% Enhancement = 93.91
    3 Stacks Follow Up = 111.21
    Pre-Crit Subtotal = 303.97
    * 1.065 Critical Chance = 323.73/target
    / 2.64 Activation Time = 122.62 DPA/target

    Follow Up...

    Base Damage = 50.05
    95% Enhancement = 47.55
    3 Stacks Follow Up = 56.31
    Pre-Crit Subtotal = 153.91
    * 1.065 Critical Chance = 163.91
    / 1.056 Activation Time = 155.22 DPA
    Pretty sure those numbers aren't right.. Lets look at the time required.

    Followup's +damage buff lasts for 10 seconds, after a .2 seconds delay. Your followup->spin->eviserate chain takes 6.072 seconds to animation. The very best you can manage is double stacked followup.

    Now, mids will calculate 95% damage, double stacked followup and 10% crit on spin/followup and 15% crit on eviserate all by itself. Lets see what it'll tell us.

    Followup -> 148.8 damage DPA = 140.9
    Spin -> 293.8 damage DPA = 111.29
    Eviserate -> 386.9 damage DPA = 154.67
  11. Quote:
    Originally Posted by streetlight View Post
    Missed a bunch of posts here, but I'll try to catch up a bit.

    I was making a mistake with the crits in Mids, so I reset damage to minimum. My calcs now assume 75% Fury and 6.75% crit chance (based on 70% minions) in every Scrapper attack other than Eviscerate, which has a 15% chance against everything. I tend to assume perma-Hasten as the baseline for recharge. Depending on your secondary and alpha-slotting, the recharge in any particular attack will vary. What' s important is that you have enough recharge to run your chain.

    If I rank the attacks by DPA, each AT favors different attacks. For Scrappers, Focus > Eviscerate > Shockwave > Slash > Strike. For Brutes, Focus > Shockwave > Strike > Slash > Eviscerate. Shockwave's usefulness in any chain is debateable due to KB, but removing Eviscerate from the Scrapper chain hurts their numbers. Scrappers should aspire to run Follow Up > Focus > Eviscerate, which isn't difficult to do. That would be ~182dps with triple-stacked Follow Up.

    With double-stacked Follow Up, Brutes are showing slightly better than Scrappers for me, so there is a case to be made for Brutes at lower levels of performance. Scrapper AOE remains better, with the faster-recharging Spin and crit-heavy Eviscerate.

    (EDIT: When I fixed my Mids reporting, one of my prior paragraphs became incorrect)
    Im not sure why you would use Eviserate in an attack chain, as its very long animation time pretty much kills its DPA.

    Lets look at the numbers this way:

    At base, with 75% fury, and 10% crit

    Brutes Eviserate does 227.4 damage in 2.508 seconds only amounting to 90.67DPA

    Scrappers Eviserate does 143.2 damage in 2.508 seconds, only amounting to 57.10DPA

    My previous post outlined the differences in attack chains for a single target, but you do bring up a good point, about spin and eviserate recharging faster on a scrapper, so the AoE may be higher.

    Lets look at spin:

    Brute Spin does 197.1 damage in 2.64 seconds, every 14 seconds.

    With 95% damage, and 95% recharge enhancements, the brute does 272.1 damage every 7.17 seconds.

    Add in double stacked followup, and the brute does 319.4 damage.

    Scrapper Spin does 108.7 damage in 2.64 seconds, every 9.2 seconds.

    With 95% damage, and 95% recharge enhancements, the scrapper does 212.3 damage, every 4.71 seconds.

    Add in double stacked followup, and the scrapper does 293.8 damage.

    So, on SOs, with double stacked followup, and brute does about 8% more damage then the scrapper, and the scrapper recharges about 35% faster.

    So i can see where you'll look at those numbers and see that scrappers do better AoE. And depending on how many things your fighting, i'd be willing to agree with you, but only if the LTs and bosses out numbers the minions, as it would really only take 1 or 2 spins to clear all the minions for either AT, and then the brute would pull ahead single target wise (as per my previous posts)
  12. Quote:
    Originally Posted by TerrorSlicer View Post
    I requested today to drop down to free to play on my account, due to financial reasons, and it gave me a message saying i could never go back to VIP status.

    Has anyone found this to be true? and is it possible to get VIP status back?
    Just resub. You can never be VIP AND have a free subscription. Thats what the warning might've meant. Once you resub again, you'll be back to a VIP
  13. I went with base numbers, but your right, i think i did multiple the followup bonus odd.

    Lets see what the numbers are this way using the 'average' attack chain of followup->focus->slash->swipe

    For a brute

    Double stacked followup adds 60% damage, fury adds 150% damage, so you'll have:

    Followup -> 103.4 damage
    Focus -> 195.2 damage
    Slash -> 191.4 damage
    Swipe -> 107.3 damage
    Total -> 610.7 damage, over 5.016 seconds, or 121.75DPS

    For a scrapper

    Double stacked followup adds 75% damage, Criticals at 10%, so you'll have

    Followup -> 96.34 damage
    Focus -> 167.4 damage
    Slash -> 159 damage
    Swipe -> 91.53 damage
    Total -> 514.27 damage, over 5.016 seconds, or 102.53DPS

    Brute is ahead by about 16%.

    Lets look at the higher end attack chain for Followup->focus->slash

    For a brute with triple stacked followup and 75% fury:

    Followup -> (33.37+(33.37*2.4)) = 113.46
    Focus -> (62.98+(62.98*2.4)) = 214.13
    Slash -> (61.73+(61.73*2.4)) = 209.88
    Total damage -> 537.47, over 3.96 seconds, or 135.73DPS


    For a scrapper, with 10% crit chance, and triple stacked followup:
    Followup gives 112.5% damage, 10% critical is adding another about 10% damage to each power

    Followup -> (50.05+(50.05*1.225)) = 111.36
    Focus -> (86.96+(86.96*1.225)) = 193.486
    Slash -> (82.58+(82.58*1.225)) = 183.74
    Total damage -> 488.59, over 3.96 seconds, or about 123.38DPS

    So even with triple stacked followup, the brute pulls out ahead by about 9%.

    This is again, at base so enhancements might chance those numbers a little bit more. For a fun exercise, lets try it.

    Brute: 75% fury, double stacked followup, and 95% damage enhancement, for a total of 305% +damage

    Followup -> 135.2
    Focus -> 255.5
    Slash -> 250.4
    Swipe-> 140.5
    Total damage -> 781.6 damage in 5.016 seconds, or about 155.82DPS

    Scrapper: Double stacked followup, 95% damage enhancements, and 10% crit chance, for a combined damage bonus of 180%

    Followup -> 149.1
    Focus -> 259
    Slash -> 245.9
    Swipe -> 141.6
    Total damage -> 795.6 damage in 5.016 seconds, or about 158.61DPS

    Putting the scrapper ahead by 1.8%

    Brute: 75% fury, triple stacked followup, and 95% damage enhancements, for a total of 335% +damage

    Followup -> (33.37+(33.37*3.35)) = 145.16
    Focus -> (62.98+(62.98*3.35)) = 273.96
    Slash -> (61.73+(61.73*3.35)) = 268.53
    Total damage -> 687.65 damage, over 3.96 seconds, or about 173.65DPS

    Scrapper: Triple stacked followup, 10% crit chance, and 95% damage enhancement, for a total of 217.5% +damage

    Followup -> (50.05+(50.05*2.175)) = 158.91
    Focus -> (86.96+(86.96*2.175)) = 276.1
    Slash -> (82.58+(82.58*2.175)) = 262.19
    Total damage -> 697.2 damage, over 3.96 seconds, or about 176.06DPS

    Putting the scrapper ahead by 1.3%...

    It seems pretty neck and neck with the brute getting a slight advantage before 95% enhancement values, and the scrapper getting a slight advantage after 95% enhancement values.

    Granted, I am working with 75% fury, and not going any higher, so larger fury values may push the brute into higher DPS numbers.
  14. Quote:
    Originally Posted by streetlight View Post
    You're not looking at the right thing (see: http://paragonwiki.com/wiki/Damage_Scale), You even reference it in your post, but call it a damage modifer. Melee damage scale for the Brute AT is 0.750. Melee damage scale for the Scrapper AT is 1.125. That's +50% over Brute, so not exactly a pittance. Attacks have their own damage scale, which is what you're referencing. I would agree that the two items using the same term can be confusing, though.
    I referenced both of those things, in which i said that Fury (the brute inherent mechanic) more then makes up for the higher damage scale that Scrappers have. Another way to look at it is is:

    http://paragonwiki.com/wiki/Damage_Cap#Damage

    Scrapper damage scale = 1.125 Damage cap = 4.0
    Brute Damage scale = .750 damage cap = 6.75

    Scrappers maximum possible damage on a scale 1.0 attack = 1.125 * 4 = 4.5
    Brutes Maximum possible damage on a scale 1.0 attack = .750 * 6.75 = 5.0625

    So, at the damage cap, on a scale 1.0 attack, brutes will do more damage (when you don't account for critical hits, accounting for critical hits adds about .45 to scrappers, putting them at 4.95, still lower then brutes)

    Quote:
    Brutes have lower DPA than Scrappers across the board (thanks to the AT damage scale), until you add in some arbitrarily chosen amount of Fury. How much to choose? I like 85%. It's pretty easy to achieve and maintain in extended fights, even with teammates. You'll go above sometimes and below sometimes, but that number seems to work well for me.
    This isn't always true. Due to fury, adding a straight +damage affect, at base, brutes will have lower DPA, but after building fury to 75% (which is the more reasonable amount, as 85% is hard to maintain even on buzz saw builds) the DPA will either match, or be in favor of the brute, as 75% fury translates into a straight 150% damage increase.
    Quote:
    DPA has nothing to do with recharge time, so not sure where you thought I was saying it did? DPA is a good way of understanding particular attacks. If you want to know if Focus is better than Swipe or how Scrapper Focus compares to Brute Focus, then look to DPA. If you want to know which attack chain performs best, which is probably the best way to compare Scrapper and Brute, DPS is the best way to understand attack chains.

    Speaking of DPS, that does have a lot to do with recharge times and Scrappers have faster-recharging attacks. That means you can cut some fluff out of the chain and make something a little more optimal. This is balanced by adding in Follow Up to some degree.
    You failed to look at the bigger picture. Yes, overall, scrappers have faster recharge times then brute, but due to the higher damage scale on the attacks (which brutes have) brutes pull out ahead. Even when you consider critical hits. Also, followup, the largest thing your using to compare brutes vs scrappers, has the exact SAME recharge between the 2 ATs, making it your 'crutch' power that you need to throw the most recharge into.

    Lets again look at the standard 4 attack chain for claws, which is Followup -> Focus -> slash -> swipe. This is using the 3 highest DPA attacks (which is what you want to use for an attack chain) and adding in followup to supplement those attacks.

    Brutes recharge requirements for the chain:

    Followup -> 203% recharge
    Focus -> 116% recharge
    Slash -> 86% recharge
    Swipe -> 0% recharge

    Scrapper recharge requirements for the chain:

    Followup -> 203% recharge
    Focus -> 73% recharge
    Slash -> 40% recharge
    Swipe -> 0% recharge

    As you can see, both the brute and the scrapper need over 200% recharge in followup to run identical chains. The scrapper could slot less recharge in the other powers (about 40% less) but with the massive global recharge required to meet the followup requirement, the brute will have the same chain as the scrapper with identical slotting.

    So your 'But the recharge is faster on a scrapper' it a mute point due to the fact that followup recharges in the exact same time on both ATs, forcing that power to be the crutch of any attack chain you make. Unless you want to try to tell me again that a brute wouldn't use followup but i can't see a reason why they wouldn't. Its still a pretty constant 30 - 60% damage increase, and even with damage bonuses being over saturated due to fury, its still a pretty hefty increase.

    Now, lets run the numbers again, this time while I'm at home, and I can use mids to get the correct arcanaville time.

    Brute at 75% fury:

    Followup does 83.42 damage, with an arcanatime of 1.056 total DPA = 78.996
    Focus does 157.4 damage, with an arcanatime of 1.32 total DPA = 119.242
    Slash does 154.3 damage, with an arcanatime of 1.584 total DPA = 96.412
    Swipe does 86.54 damage, with an arancatime of 1.056 total DPA = 81.951
    Total damage = 481.66 in 5.016 seconds, for a total DPS of 96.025
    Add in double stacked followup and you have 481.66 * 1.6 = 770.66 damage, boosting your DPS to 153.64

    Scrapper with 10% critical chance:

    Followup does 55.05 damage, with an arcanatime of 1.056 total DPA = 52.131
    Focus does 95.66 damage, with an arcanatime of 1.32 total DPA = 72.47
    Slash does 90.84 damage, with an arcanatime of 1.584 total DPA = 57.348
    Swipe does 52.3 damage, with an arcanatime of 1.056 total DPA = 49.53
    Total damage = 293.85 in 5.016 seconds, for a total DPS of 58.582
    Add in double stacked followup and you have 293.85 * 1.75 = 514.74, boosting your DPS to 102.52.

    Brute is ahead by 33% damage. Even when accounting for the higher recharge times, and lower boost of followup.

    lets look at the highest DPA attack chain you can make on a claws, which is followup, focus, slash.

    the recharge requirement would be at follows:

    Brute:

    Followup -> 313% recharge
    Focus -> 203% recharge
    Slash -> 169% recharge

    Scrappers:

    Followup -> 313% recharge
    Focus -> 142% recharge
    Slash -> 102% recharge

    In this case, the brute would need about 60% more recharge in focus and slash to keep up with the scrapper, but with the crutch being on followup, the global recharge requirement may still be enough to make up for it, with identical builds.

    Now, lets look at the damage, with a brute at 75% fury, and 10% critical chance for the scrappers:

    Brute:

    Followup does 83.42 damage, with an arcanatime of 1.056 total DPA = 78.996
    Focus does 157.4 damage, with an arcanatime of 1.32 total DPA = 119.242
    Slash does 154.3 damage, with an arcanatime of 1.584 total DPA = 96.412
    Total damage = 395.12 in 3.96 seconds, for a total DPS of 99.78
    Adding in triple stacked followup and you have 395.12 * 1.9 = 750.73 boosting your total DPS to 189.58

    Scrapper:

    Followup does 55.05 damage, with an arcanatime of 1.056 total DPA = 52.131
    Focus does 95.66 damage, with an arcanatime of 1.32 total DPA = 72.47
    Slash does 90.84 damage, with an arcanatime of 1.584 total DPA = 57.348
    Total damage = 241.55 in 3.96 seconds for a total DPS of 60.99
    Adding in triple stacked followup and you have 241.55 * 2.125 = 513.29 boosting your total DPS to 129.62.

    Brute still pulls out ahead by 32%. With identical builds using both the average attack chain, and the highest end attack chain. Brute requires about 40% more recharge in slash and focus for the 'average' attack chain, and about 60% more recharge in slash and focus for the 'highest end' attack chain. Both ATs require the same amount of recharge in followup.

    So.. how exactly do scrapper do more damage with claws then brutes do? Because my math is showing about a 33% damage increase, favoring the brutes. Now, my math does use base values, so once you add in damage enhancements those numbers may change, and the gap may close a little bit, but I'm pretty sure the brute will still pull out ahead.

    Quote:
    Originally Posted by Nihilii View Post
    Claws gets animation locked fast.

    Without aggro holding capabilities, stuff runs away.

    Some forumites live in a world where optimal situations are commonplace, including and even when such situations are actually mathematically impossible.

    Those are the three important facts to keep in mind when looking at Claws, in my opinion.
    I'm not sure what you mean by animation locked, as claws as some of the fastest animations in the entire game.

    your second point is pretty much mute, due to the fact that it happens to anyone without a taunt aura, and currently every single one of the brute armor sets that can use claws, comes with a taunt aura.

    While 'some forumites' may live in such a world, I do my best to average out everything i can. I/e picking 75% fury instead of 100% or even 85% fury, as 75% is much better to maintain and easier to reach in a quick fight. 10% critical chance is pretty much on par for how to work with scrapper criticals.
  15. You need to look at the damage scale again:

    Brutes get .80 damage scale and

    Scrappers get .84 damage scale

    The higher recharge time on scrappers doesn't equate into higher DPA, which the brutes have. Look at the other attacks:

    Swipe: .83 for brutes, .798 for scrappers
    Strike: 1.24 for brutes, 1.134 for scrappers
    Slash: 1.48 for brutes, 1.386 for scrappers
    Spin: 1.89 for brutes, 1.659 for scrappers
    Focus: 1.51 for brutes, 1.4595 for scrappers
    Eviserate: 2.181 for brutes, 2.2885 for scrappers
    Shockwave: 1.13 for brutes, 1.1025 for scrappers.

    So, in everything but Eviserate, and Follow up, brutes have a higher damage scale then scrapper do for the attacks. Granted, Scrappers have a higher damage mod then brutes do (the .75 vs 1.125) but Fury balances that out, meaning brutes will pull ahead.

    The recharge difference doesn't make up for the higher damage, and a brute can run the same attack chains as a scrapper, they just need more +recharge in order to get there.

    For example, lets take your basic 4 attack claws attack chain of Follow up, focus, slash, swipe at 75% fury for a brute, and at 10% crit chance for a scrapper:

    For a brute: (33.37+(33.37*.75)) + (62.98+(62.98*.75)) + (61.72+(61.72*.75)) + (34.62+(34.62*.75)) = 58.3975 + 110.215 + 108.01 + 60.585 = 337.2075 in 4.16 seconds, or about 81.06DPA

    For a scrapper: (50.05+(50.05*.1)) + (86.96+(86.96*.1)) + (82.58+(82.58*.1)) + (47.55+(47.55*.1)) = 55.055 + 95.655 + 90.838 + 52.305 = 293.853 in 4.16 seconds, or about 70.64DPA.

    Now, if you add in double stacked followup to the mix, you'll multiple the numbers of .6 for the brute, and .75 for the scrapper, giving you 539.532 total damage for the brute, a DPA of 129.70 and 512.24275 total damage for the scrapper, a DPA of 123.62.

    Now, the above numbers are pulled straight from red tomax, and don't account for arcanaville time, but it does give the brute about 5% higher damage, with equal attack chains. Granted, the brute will need more recharge to hit that chain then the scrapper would, but its not impossible.

    Plus Followup recharges exactly the same on brutes as it does on scrappers (12 seconds) which means the recharge requirement, would be about the same on brutes as it would be on scrapper due to follow up being the main crutch of the attack chain.
  16. RttC has the lowest taunt duration of an of the taunt auras (something like 2 seconds) so it doesn't really pull threat as much as other taunt auras do. Tremor will work wonders, but you'll really need 'Taunt' the power to actually hold decent aggro on everything.

    Especially when comparing it to ice/ice, which as decent AoE (ice patch, that foot stomp clone) and 2 taunt auras (icicles and chilling embrace) both of which have VERY high taunt durations, your WP/stone won't be able to keep up at all.
  17. I'll have to say War mace/ea, scrapper. For the added crits to make it even more strong and pretty.
  18. Why would the brute not use followup? It gives +tohit as well as +damage. Your assuming 'identical attack chains, except the brute not using its +damage power, and the scrapper is, so obviously the scrapper comes out ahead..'

    Your also not providing which attack chain your using..
  19. Dear PvP farmers,

    Please create multiple dummy free accounts so that I may PvP IO out my casual warshade for the cheaps.

    Thanx,
  20. Quote:
    Originally Posted by Father Xmas View Post
    And actually simply buying $5 worth of points (400) will give you a token. Unclear if those 400 count toward the 1200 for another token or not.
    They should. So basically 1st token at $5 bucks, second token at an additional $10 (for buying 1200 points total)
  21. Quote:
    Originally Posted by macskull View Post
    No, they use the same scale 0.67 damage as regular procs (about 71.75 points at level 50).
    Oh wow. So unless your going for the PvE set bonuses, (which only a few have decent ones) the proc itself isn't really worth the investment.
  22. Quote:
    Originally Posted by macskull View Post
    I used to think this too, until some people started pointing out that Claws actually outperforms SS even after factoring in Rage.
    But claws on a scrapper is balanced different then claws on a brute. And compared Claws on a brute to SS on a brute would throw claws in the lead (mainly due to the -damage completely killing the fury mechanic)

    Claws on a scrapper would have the constant follow up buff, but Rage would surpass that, especially double stack, or even triple stacked rage. Scrappers higher damage scale would turn even jab into a useful power, and its pretty easy to get a nice attack chain in SS using the 4 single target attacks. As long as you got the recharge on KoB down, it'll be amazing damage, especially if they let it crit.

    Foot Stomp pretty much out performs Spin in most cases, you just get Spin much sooner then you get foot stomp. If they allows Foot stomp to crit, and keep its KU, it'll be amazing on scrappers.

    Triple stacked rage, plus assault and some +damage set bonuses would mean you could get a scrapper to pretty close to its damage cap solo.... (240% damage, + 95% from enhancements, and another 10-12% from assault is 345% damage, scrappers cap at 400%...)

    It'll need to be tuned down a little bit before scrapper get it. Not enough to make it weak, but enough to not be insanely overpowered.
  23. Arbegla

    god help me.....

    Plus /time has VERY limited -regen and no mez protection. Farsight only goes so far to letting you hits things (it provides +tohit) But your far more likely to slot it with +def, then you are with +tohit, and the -def numbers you have are pretty limited as well.

    While /time on a MM is probably very nice, its lack of mez protection and limited -regen debuff (it does a total of i think -200% regen, which is basically nothing when its resisted by 85%) won't make it very nice for soloing AVs.

    Granted bots/ provides some decent -regen (assault bot) but it might not be enough to down AVs in record times, especially AVs with nasty godmode powers, like Mynx or Honoree.
  24. Didn't posi say the last webcast that Player Housing was an idea they could get behind, but wasn't quite sure how to impliment it? I could swore it wasn't a for sure 'No' like some of the other things are (like city vault, rest its soul)
  25. Quote:
    Originally Posted by DoctorWhat View Post
    True. For me, though, those are the two big ones.

    ...Scrappers with SS... That would be cool.
    Except they would nerf the hell outta it...

    Like not letting Foot Stomp crit.

    Plus, SS is pretty lackluster until you get rage. Its balanced around rage. And its -10000% damage buff. I'd love to see a scrapper hit KoB under the rage crash, and it crit, doing 4 damage. instead of 2...