Bill Z Bubba

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  1. Quote:
    Originally Posted by LSK View Post
    Not every one I miss snipe DP has no snipe.
    I meant swap ammo. A similar function could be added to other powersets.

    Turn it on, KB. Turn it off, KD.

    Turn it on, Evasion is a taunt aura. Turn it off, Evasion has no taunt aura.

    I don't know if it's possible. I doubt very much that it would ever be done even if it was possible.
  2. Quote:
    Originally Posted by BrandX View Post
    So, what I'm seeing is, this really proves Brutes are more survivable and Scrappers are more damage
    Except for claws, yup.
  3. This is turning into the KB/No KB argument.

    I love KB and want a taunt aura on my SR scrapper.

    Other people want to turn all of their KB to KD and to never have a taunt aura on their SR scrappers.

    Dual Pistols shows us a solution could exist to make everyone happy but implementing it would probably be a coding nightmare.
  4. Quote:
    Originally Posted by Nihilii View Post
    Numbers above are too low - you start with a base of 100%, not 0%. Add an additional third of the total to have the correct figures.
    Yup. Shows how little I've been looking at spreadsheets this past year.

    Should be base * (1+buffs) Here's the corrections:

    Base Damage on KO Blow for a scrapper:
    3.56*62.562 = 222.721

    With 95% enhancement and double stacked rage = base*(1+2.95) = 879.74795

    A crit takes it to 1759.4959

    FE will then add another 703.79836 fire damage

    Total damage output = 2463.29426


    EDIT:

    For comparison's sake, here's the brute with 75% fury.
    3.56*41.708 = 148.48048

    Fury+enhs+ds rage: base*(1+4.05) = 749.826424

    With FE: 1049.7569936

    Good thing crits are random, right?
  5. Does that extra minute per mission that occurs because of some knockback really matter all that much? It's not like you're not still steamrolling through everything.
  6. Quote:
    Originally Posted by UNB0UND_4_LIFE View Post
    Just my opinion, but, if as an incarnate tanker I felt I needed or had to take Rebirth for my Destiny slot, then I'd call that "FAIL."
    I have rebirth on my SR scrapper and it is his only self heal. So there's your counter opinion.

    And Arcanaville, the taunt aura thing was a secondary point. If they do make PB a toggle for tanks and not give it to scrappers/brutes, I would find it insulting and unfair.

    If they were to go with other ideas thrown about, some of them yours, say adding a slight HP or Regen buff to tank SR and not backtrack that change, I would find it insulting and unfair.

    Yes, I get it. Scrapper SR didn't get the evasion taunt aura change because so many existing SR users didn't want it. I remember the discussions in beta.

    Since I'm apparently no longer welcome in such things, I don't know if the devs have or haven't made any such changes again which prompts me to start raising hell about it now.
  7. Quote:
    Originally Posted by StratoNexus View Post
    They could add Mag 4 mez protection vs. Hold, Stun, KB, Immob, and Sleep to Energy Cloak. Being a little extra strong against mezzes when both powers are up could be a nifty little benefit (currently only Regen gets something like that).
    Doesn't rooted work with granite?
  8. That principle is exactly what caused the devs to block the flight and tport power pools from kheldians regardless of the fact that it completely screwed them over by blocking access to the best power pool attack in the game.

    People should be allowed to make stupid mistakes and learn from them.
  9. I miss old fury to be honest but I always built to hit that 90% fury mark. I can't get near that now without that villain alignment power.

    And yea, I like brutes more as well. It's been a daily question on deleting my main and remaking him.... but instead, I'm going to move him to the VIP server when I-21 goes live so that I can remake him without killing him.
  10. Quote:
    Originally Posted by Deus_Otiosus View Post
    Most likely SS/FA will remain a great Brute pairing.

    But that's one combo, and that's also before we actually see what a double stacked rage fueled, FE charged foot stomp or KO Blow critical might look like.
    Base Damage on KO Blow for a scrapper:
    3.56*62.562 = 222.721

    With 95% enhancement and double stacked rage = 295% = 657.027

    A crit takes it to 1314.054

    FE will then add another 525.622 fire damage

    Total damage output = 1839.676
  11. Wellll... a dm/sd scrapper is going to push out much higher damage than a dm/sd brute due to the way damage buffs and AT mods work.
  12. Quote:
    Originally Posted by Deus_Otiosus View Post
    When you say wins do you mean ST DPS? I didn't realize that, and would be slightly encouraging for my Claws/Invuln who I've been considering deleting.
    I'd say both ST and AoE. Brute Claws Spin is... amazing.
  13. Quote:
    This may come as a shock Bill, but not everyone considers drawing aggro on something other than than a tanker to be an actual advantage.
    Considering how insane the "enemies run to the next country from scrappers without a taunt aura" situation has become these days, I'd have to call my scrapper brethren believing otherwise quite silly.
  14. When claws was ported to brutes, the powers team increased the base recharge of some of the attacks. This caused the damage and endurance costs to also go up. And then there's the funky claws specific damage/activation equation that got slapped on.

    End result? Brute claws was better by a bit than scrapper claws.

    Then fury got smacked with the nerf bat. Now? Brute still wins but not by nearly as much.

    On the WP side, I'd say brute wins for no other reason by the higher base HP.
  15. Quote:
    Continuous mez protection in the earlier levels is a nice to have for Brutes and Scrappers, but I can make the case that the lack of it is actually a design-breaking error for Tankers.
    I'll buy that, but it doesn't explain why the change shouldn't be backtracked to scrappers/brutes any more than Castle's explanation to me on why scrapper SR didn't even get the taunt aura. "Cuz they don't need it" just doesn't sit well with me.
  16. Quote:
    Originally Posted by LSK View Post
    Right now we are all speculating what they will do but we really do not know what will happen till the actually put it into the game on the SR.
    That's kinda what we do around here.

    Here's what will tick me off to no end:

    The devs choose to make changes to SR for tanks and don't push those changes back to Scrapper/Brute SR.

    It's bad enough that brute SR got the power order change and the taunt aura on evasion without those changes being backtracked to scrapper SR.

    Any further such shenanigans will probably cause me to get banned from the forums for good. Course... they might like that.
  17. Just checked, BZB has a piddly 1862 HP with his latest full tilt recharge build. EDIT2: And C&E is correct, the only time I've ever had aid self is when I messed with PvP for a while. An SR tank with Aid Self properly slotted will be insanely difficult to kill.

    Quote:
    You're thinking the best end game SR tankers will be stronger than us, but my worry is that the standard SR tanker will almost always be significantly worse than us.
    Here's what I'm actually thinking:

    I managed to get my SR scrapper to 50 before ED and the GDN. What I have done with him, even what I do with him now, is irrelevant to how I think SR on tanks will play out.

    Have I even played SR recently? Yes. I ran a claws/sr brute to 25 starting in Praetoria. He did just fine. I deleted him only because I knew that he'd be superior to my main character and, quite frankly, I didn't want to see that.

    I may be misinterpreting a lot of the SR bashing going on in this thread, and if I am, I apologize, but it seems to me that most of the arguments are being based on truly odd situations:

    It appears that many are believing that a tank with SOs should be able to tank the incarnate trials without support from teammates. Or Hami or whatever.

    Yes, the lack of permanent mez protection before SOs I agree is a problem. But that's a problem for brutes and scrappers as well. Why should tanks get special treatment? EDIT: And now would be the perfect time to change PB/AD so that they have a breakfree effect since toggle mez protection can only be suppressed these days.

    Quote:
    It'll be a little harder than that to soft cap. At level 22 you'll have 13 power choices and 20 discretionary slots. It takes 7 powers (six SR defenses and a power pool defense) 4-slotted (unless you plan on running out of endurance in ten seconds running four toggles) to get to the soft cap or near it. That's 7 powers and 21 discretionary slots.
    Passives only need 3 slots. 4*4 + 3*3 - 7 = 18 slots needed
    Granted, that's still tight but doable. And even if you choose not to slot your passives, which frees up 6 of those 18, you'd still be sitting over the softcap at 22 if you do fully slot the 4 toggles in question. (Well, ok, you'd be a slot short on weave until 23.)

    Toggles: 18.5% base (w/3def = 28.86)
    Passives: 7.5% (w/1def = 9)
    Weave: 5% (w/2def = 7)

    Ok... 44.86 def. Total powers used: 3 SR toggles, 3 SR passives, boxing, tough, weave = 9

    Total slots used: 3 in each SR toggle, 2 in weave at 21 = 11 slots total.

    4 powers and 9 slots to use as I want.
  18. Quote:
    Originally Posted by Another_Fan View Post
    That attitude, and the fact that so many share it is why we won't see a solo path any time soon. The devs may very well be convinced these trials are key to the end game. If that is the case they are going to need you and everyone else spoonfeeding the new players a happy populous successful set of trials.

    I'd go so far as to say the more people hate the Itrials, the less likely the devs will get rid of them, If anything they may try upping the rewards again and again. (Note they are already giving away the store with the things as it is)
    The soloist mentality hasn't killed the game in 7 years. It won't kill it now.

    But I repeat myself.

    And regardless of my opinion, I have completely given up hope on seeing any kind of solo incarnate path that is any better than the current ridiculous shard path.
  19. Quote:
    Originally Posted by Johnny_Butane View Post
    How are you soloing? Because Bruising really doesn't help AoE damage any. So are you just soloing at X1?

    Also, I remember people vehemently objecting to any offensive improvement to Tankers, even ones that would have had less impact than Bruising. Funny how things change.


    .
    Well, he's 11 so yea, I'm soloing at +1/x1 at the moment. I'll bump it higher at 12 when I get DOs.

    Bruising wasn't ever needed for tanks. They were never supposed to be damage dealers. Bruising, much like the defender inherent change, was added as a concession to those like you and to those that had the more valid argument that the tank/defender inherents did nothing for the character in question.

    Regardless, it does decrease the time it takes to defeat the enemies that have it on them thus speeding up soloing. A happy little side effect to an unnecessary change. Inherent fitness is playing a much larger role than bruising, however, when it comes to being able to tolerate soloing them for me.
  20. Quote:
    Originally Posted by Rejolt View Post
    What, you go by years of hands-on experience and think you can beat number-crunching and forum guesswork? Pfft, logic.

    (coughs) I think I'd play an SR tanker just to NOT have that "Why haven't you softcapped this thing yet?!" voice in the back of my head. I think I'd purposely not take any extra defensive powers and just take more of the fun stuff.
    Actually, I generally trust the hell right out of Arcanaville's number crunching... thus my confusion.


    Quote:
    Originally Posted by Void_Huntress View Post
    The potential concern here is SO-slotted SR tankers played by people of common skill, and how survivable such a tanker might be compared to other tanker primaries that are SO-slotted and played by people of common skill.

    Of course, I don't play tankers, so my view is kind of slanted.
    A fair enough concern. But given the nature of softcapped defense and based on SOs alone, I'm betting that SR tanks are going to outperform every other tank set completely from 22 to 32 and at that point the other sets will catch up and surpass/stay even with SR.

    I've never been much of a tank player. Too slow. Damage too low. They just aren't geared for soloing. Or at least... weren't. With bruising and inherent fitness, I'm finding my new DA/SM tank to be not that bad.

    I think I want to experience an SR tank. I'll probably go SR/FM.
  21. I must be missing something. If I can take alpha strikes on my /SR scrapper, I guess I'm just completely missing how they're going to be a problem on an SR tank when he's sitting at the softcap at level 22 with tank HP and being missed by 90-95% of the incoming attacks.
  22. Quote:
    1. The scaling resistances in Scrapper and Brute SR passives are not archetype-sensitive, so if they are straight-ported from Brutes or Scrappers the resistance values will be identical for Tankers.
    True, but it doesn't have to be, does it? Aren't we talking about a single equation change so that the scaling dam-res follows the same AT mods for resistance? Granted, bumping it to 0-80% DR sounds excessive.

    But even without that, when a scrapper hits 25% HP, it will have 35% DR, right? (with all three passives...) He hits that at base with ~335 HP at level 50.

    The tank, on the other hand, will hit the same 35% DR when he's still sitting on ~469 HP.

    Has it been untrue to state that SR's scaling dam-res is more beneficial to brutes since it was proliferated to them? Is that not more true with tanks?
  23. Quote:
    ohhhhh... so is regen getting a taunt aura now?
    It should since SR did. I'd guess it gets placed in Integration.
  24. Quote:
    Originally Posted by Test_Rat View Post
    Or maybe you suck at it.

    I hover on both my EA brute and EA Stalker to wonderful effect.
    Nope. I simply lack the desire to be inefficient which is exactly what having to manually push your character into melee range brings about.

    It's like whirlwind or flurry. Conceptually cute but a poor choice for melee characters.
  25. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I did legitimately forget Maneuvers, but I was under the apparently mistaken impression that Hover and Combat Jumping were mutually exclusive, so I guess I stand corrected.
    Hover scrapping sucks anyway. Easy thing to overlook. Assumed SR numbers are up in the tanker thread on the topic. They'll be over the softcap with SOs and nothing else but Weave.