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Posts
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You're kidding right? Where, exactly would 8 MMs have a problem? The vine room? No. The AV? Don't make me laugh. Any of the rest of the trial? Not hardly. Good luck finding 8 MMs that don't have any regen or dam-res debuffs. Guess you could go with 8 force fielders, but then they'd waltz through it anyway.
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I don't regret the post. I regret how some people bastardize the data to suit their purposes.
Fire on a brute is so high, where fire on a scrapper isn't, because Castle has yet to go in and correct the failure of Fire's DoT not being affected by crits.
The data is sound. How people interpret the data is often inept.
And this?
Quote:You just go right on believing that. People believe stupid things all the time.Pfft, the rikti pylon data is dirty, little better than hearsay, in my book. -
Buy low, sell high.
Kill more stuff faster, sell what you get in the process.
That's really all there is to it. -
Quote:I remember that thread. That's my data.
A fire brute does fifteen percent more damage than a scrapper. It's right in the first freakin' post of this thread:
http://boards.cityofheroes.com/showthread.php?t=132894
172.3 dps for 3.1 endurance per second
versus
151 dps for 3.3 endurance per second.
Over 20 more dps for LESS END.
Fifteen percent! Okay, I don't care how IO'd out your scrapper is. Brutes can get IO's too.
Why would I NOT make a fire brute, IO it up, and make all scrappers look feeble?
Perhaps you should have actually looked at the spreadsheets. And then compared the info against the high DPS hitters in the Rikti Pylon thread.
This is what I actually have listed.
Brute Fiery 172.6 3.1
Scrap Fiery 149.3 3.1 (Note, the numbers you listed were for Brute FM versus Scrap EM. Look again.)
Want to know what happens when you add Shield's AAO into the mix and saturate it with 10 enemies?
The scrapper goes up to 207.27
The brute goes up to 203.88
Looky there. A situation where the scrapper beats the brute on damage output.
Funny thing about those threads. I had them un-stickied before one of my breaks. When I came back, they had been stickied again. I still wish they hadn't been. -
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I don't look for X when building a team. I can take any team consisting of anything and accomplish whatever I need to.
I've always looked at players that state "we need X and Y" as inferior players. -
But then we start getting into the world of psycho-number crunchers with purpled out builds versus players that have never heard of Mids.
In the end though, with as many times as it's been brought to my attention, and with the still surprising event of someone being startled by my main's setIO bonuses list, I've finally accepted that players like us really are the exception and not the rule.
When *I* look at the differences between a claws/sr brute and a claws/sr scrapper, I see a considerable disparity in performance. How warped am I that a 2.2% difference at the top end on DPS is "considerable?" And that's with a set that was tweaked specifically to make it hit harder.
On the mitigation side, the disparity widens due to the way the higher brute HP is going to be doubly helpful, not only on the normal front but also with the passive scaling dam-res.
But that's one combo. For the other damage sets, if gloom isn't put into use, the scrapper wins on DPS. The brute wins on mitigation due to higher HP.
But that's all solo. I don't care what happens on teams for one very simple reason: On teams, things die so quickly that no one is going to actually SEE the differences between the two ATs unless they get hero stat dumps from the scrapper/brute players. -
I don't get why that would be a bad thing. Make the recharge time longer than the duration and you can still use AoEs to splash damage the surrounding spawn.
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But why can't they change it? If it hits you, you literally CAN'T target anything else for the duration.
I'd honestly like to see that in game. -
Quote:While solo! Where numbers matter!
And "numerically superior" is very dependent on the situations you commonly find yourself in. -
Lucky, I came close to being that sucker tonight.
SR, thanks. I think I'll pass on that. -
A team of 8 scrappers will plow through a mission faster than a team of 8 brutes. Why is that a fact?
EDIT: Trick question, it's not a fact at all. The point is that the original question is meaningless. Regardless of the numerical superiority of brutes, some players hate chasing fury and therefore won't.
Edit2: And if you really want to go with car analogies, scrappers have better acceleration but lower top speeds. -
Quote:One of them is numerically superior.
Neither is far and away superior to the other.
All ATs are fine. None will disappear from the game. -
Spine,
Scrapper Crit on Shadow Maul shows up as a lump sum at the end.
On your brute, something to consider later is adding Gloom from Soul Mastery to your attack chain along with heavy use of Darkest Night.
When hasten is up, my DM/WP's chain is MG, Siphon Life, Gloom, Smite, repeat. Darkest Night's 21% dam-res debuff adds considerable mitigation on top of that. -
Quote:/points and laughsAnd as far as I am concerned... that means those characters are overpowerd. Doing that, should be impossible for un-teamed players.
For the record, I never leave a team that is struggling. That's when I shift into domesticated mode. But a team that's steamrolling everything anyway? I'll be over there, guys. Yell if you run into trouble. -
Quote:Yes, they should. And as I stated, if the team leader requests that someone stay with the team, they should, or they should quit the team or be kicked by the team leader.
Lets put that argument on its head, perhaps arrogant and self-serving players should solo if they don't want to play as a team when in a team.
Just like slow, badly built and needy players should get better at the game so that they don't get kicked for whining that they die all the time when they aren't having their hands held through every mission and every spawn. -
Kick 'em from the team if they can't follow the leader. What's the problem?
I tend to ignore people that demand everyone stay together all the time thus slowing down map kill speed and holding back those that have no reason to hold back.
However, when the team leader requests it, I'll stick with the team or quit the team if I find that they're moving too slowly and thus causing my playtime to become boring.
Perhaps such slow and needy players should learn to become more self-sufficient so that they don't drag down the rest of us. -
Scrapper is an archetype. Like tanks and defenders.
All the scrapper mitigation sets have the same caps. The hard cap on dam-res of 75% and the soft cap on defense of 45%. The hard cap on defense is much higher, but it has no meaning because anything above 45% won't help you in most cases. -
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I guess devils are ok since I've been running around blueside for years.
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Bring up your Powers tab and click on Combat Attributes. From there under the first section you'll see regen and recovery and all manner of info. Right click the one you want and choose Monitor <Whatever> and it will pop it up in the Combat Monitor.
/shakes slow posting fist at Kitsune Knight