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Quote:Not going to comment much on that, I did do my math Wrong on the attack chain I did with Dark melee and brutes came out ahead 60 points of damage. On yours you didn't include crits, when I went back and did the math my self from base damage and didn't add the crits I got the same number (well 287.20) but in the end it came to a total of 1580. So about an extra 203 points, thats all they get with an extra 350% percent damage buff, not to mention an outside damage buff which costs brutes more recharge and end, and on an even sets like Dark Melee they only get about an extra 60 points of damage for a whole 350% of damage buff wow.Ok, at this point, Duh Capn is spewing so much idiocy that I'm getting annoyed.
Scrapper damage buff cap: 400
Brute damage buff cap: 750
Back to Claws (This time, actually READ THE WORDS and make an ATTEMPT at understanding them.)
Claws attack chain: Followup, Slash, Focus, Strike.
Scrapper:
Base damage of chain: 287.285
Buffs: Max buff 400%
Total damage of chain: 287.285*(1+4) = 1436.425
Brute:
Base damage of chain: 209.958
Buffs: Max buff 750%
Total damage of chain: 209.958*(1+7.5) = 1784.643
The brute wins by 350 points of damage PER CHAIN.
Brutes don't sit at 75% fury between missions? No ****, Sherlock. I'll quote myself again since you don't bother reading posts:
FURY DOESN'T MATTER WHEN YOU'RE NOT IN COMBAT
It takes me 2 enemies to get warmed up. Once I'm there, I'll drop to 60% fury between spawns and get back up to 80% before the first enemy in the next spawn falls to the floor.
Do you understand the the problem is YOURS? Learn to use brawl, EP and barrage more. I also use boxing right now, but only because I plan to have tough/weave. It won't be in my chain at all once I get more recharge in my attacks.
I still think 75% is a bit much to consider the average, if you think I am wrong show me, still waiting on the video, actions speak louder than words.
Quote:All of which other than the aoe intangible are non-issues unless you are sitting back and playing timid. Considering I've seen an aoe intang used 3 times in the 4 yrs I've been playing...
Quote:Sure, if you factor in non combat time you may well be right. But non-combat time is irrelevant. Brutes easily average 75% fury while fighting. The fact is they are usually at much higher than 75% during the fight. the 75% is derived by averaging the lower fury at the start and the higher fury near the end of each confrontation. -
[QUOTE=Frosticus;2803444]Interestingly enough Da Captain, the old mission settings let you vary between spawns set for 1 or spawns set for 2. It may sound crazy but brutes were crushing content back then too.[QUOTE]
I ain't saying brutes can't be powerhouses, and I am not trying to call them a poor AT, the only thing I have been saying this whole time is that math done on this was at a brute being at 75% fury, I just don't believe that is something that is average enough to do research on, I think something more like 50% - 60% is about average.
Quote:Oh when I build, I build to take on /x8 solo, I know in those instances a brute would definitely outshine a scrap. But as I said before...I know I used the example of 0/3x (and probably Billz) because it is very easy for any brute to survive that difficulty and I find that is the point where fury is a total non-issue. It is always very high as long as you play through the mission at a reasonable pace.
Lower settings than that and you do have to work a bit for fury, but still nothing like you are describing. It is still very easy to maintain over 75% fury even with team setting of 1.
But it raises the question of why would you want to play on such low settings. That isn't very scrapper like or brute like. Both AT's have enough survivability to turn the settings up higher and higher. IMO the difficulty slider was put in especially for these two AT's.
Quote:Why would one want to have /x1 settings? More reasons than you believe.
1. Not that experienced in the game and learning to play
2. Wanting to run an Oro Arc real quick trying to gain merits as fast as possible
3. Taking on a certain type of mob that you don't want the room to be full of (Malta, Carnies, Nemesis)
These current equations are under the assumption that a player is building to take on higher levels of diff, when we need to conduct research on base principals, not what considered easy to some, but what we know is easy to all, because what is not difficult for you could be difficult to others.
Quote:And no, doms/trollers don't sap you of fury. If that were true my fault spamming would be pretty counteractive to what I'm trying to do (kill things). Well they can if you hang back and let them run the show, but if you are doing that you probably shouldn't be playing a brute or a scrapper. Either AT with solid control at their back should be cranked up into overdrive because you just gained a massive boost in survivability. Work as a team, not a bunch of individuals in the same vicinity.
Agro hungry tanks can put a dent in fury, that has been my experience as well. What I find works well in that situation is to either alternate being the agro sponge (easy enough to maintain high fury with every second alpha and just your attacks in between), or to actually split up into two groups and complete the task way faster because with a brute and a tank you usually have way more agro control and team survivability than is warranted for single spawns.
It's no different than saying an aoe immob spamming troller will negate my earth/storm. Sure they can if we decide to play as individuals, but if we play as a team it is a non-issue. -
Quote:Video if you could please, because I don't see it happening unless you herd up the whole map, In which time my scrapper could just run through the map killing everything while you are gathering fuel for your FuryI take it I need to get a screen shot of my brute at x1 difficulty with 175% damage buff from fury?
Quote:False. They crit against minions only 5% of the time. The crit against higher ranks 10% of the time. And most sets have a power that Crits 15% all the time They have less base hitpoints. They have a lower damage cap, but higher base damage. They have lower mitigation caps.
Quote:A brute unable to get and maintain 75% fury is a brute built and played poorly. -
Quote:Reptile armor could work for Stalkers perfectly, Though I would leave a minor Psi Hole and a huge Cold hole (I mean seriously, they didn't make it out of the Ice age.)Not even going to acknowledge Stalkers? And Tankers don't even get armor as a secondary.
No.
Tier 1 Camouflage - You can blend with your surroundings (Hide)
Tier 2 Harden Skin - As a reptile you have tougher skin than most, but your cold blood leaves you vulnerable to cold damage (Auto Resistance to all but Psi and cold)
Tier 3 secondary palate - As a reptile you have an extra palate to allow for more breathing, allowing you to do more tasks than the average without getting as tired (Auto Recovery)
Tier 4 Reptile Reflexes - As a reptile you senses are more keen and are able to see what is coming at you and are able to evade danger better than most. (Toggle or Auto Defense to all but psi)
Tier 5 Reptile Tactics - You use all of your natural reptile instincts to make you a predator and not prey. (Mez protection, +preception, and +regen)
Tier 6 Reptile Regeneration - As a reptile your cells can regenerate better than most species. (Not sure about it Self Heal or Auto regen, or Click Self Heal/Regen)
Tier 7 Adaptation - You tend to adapt to your backgrounds quicker than other species, so the more you are attacked the better you are at resisting the element, but your cold blood still leaves you vulnerable to cold damage. (Scaling Resist Toggle, the lower your health is the more Resistance you have to all but Cold. 99% - 75% = 10% resist, 74% - 50% = 15% resists, 49% - 25% = 20% resists, 25% - 10% = 25% resists, 9% - 1% = 30% resists)
Tier 8 Shedding - After taking enough, you can leave your old skin behind and refresh yourself (Self Rez)
Tier 9 Natural Selection - When you back is against the wall you must do what you have to, to survive. (Fixed Recharge, Minor Defense, Minor Resistance, and Minor Regen Boost)
One that was nice but did not make it
Autotomy - This is a process which you leave a piece of your self behind in order to trick foes so that you are able to flee. (PBAoE Placate and self Regen)
I don't too much care if it seems OP just a spur of the moment thing I did in my free time. -
Quote:Might explain a bit since you are on 0/x3 and I am on /x2, Like I said Brutes need certain conditions to do more damage, On a team with doms/trollers, even one, A brute wouldn't be able to sustain the necessary 75% that your calculations are derived from.
I'm not really sure what to tell you. I'm playing stone melee right now. Fault alone provides more mitigation than many armor sets and it does it at the cost of complete fury contribution shut down from the enemy. Billz and I both posted almost the exact same independent fury numbers when facing 0/x3 going from 0 fury upward.
I spam fault like it is going out of style because I have the FF+rech proc in it and because Elec armor feels like tissue paper at times. I breeze through missions with high fury the entire time with numbers that look exactly what Billz posted in combat and between combat.
Granted I usually have my settings a lot higher than 0/x3 largely because of what fault lets me do, but I changed it to that because I figured even low mitigation sets like most scrappers have can handle 0/x3 and I wanted to give representation of what might be more typical.
Edit: Played on /x3 settings, and yeah it was real easy to stay above 70% or even capped, but when I ran it on /x2 settings again like I said I barely stayed at 60% and on /x1 settings I think I only hit 60% as I was delivering the final blow to the last enemy in the group. Unimpressed, because if your build isn't able to take on /x3 mobs solo then you will have issues achieving the allotted totals, which isn't fair for calculation because a beginner isn't going to know to take tough and weave or how to IO properly, sure some builds can take on /x3 without the fighting pool or IOs but not all, and I think calculations should be place on what the whole AT can do a base 0/x1 settings.
Of course a solo Brute that can take on /x3 or higher is going to deliver more damage than a scrapper on average, because you are playing to the advantage of the AT, the thing is being able to survive that difficulty. Letting a noob see this would give them the wrong taste because if they are playing as I was, on something lower than /x3 then they aren't going to get what is shown on the results.
I guess it was kind of something like that, that gave me the bad taste I kinda already have about Brutes, When I started in Mercy I ran the streets killing any and everything and fury didn't drop past 80 if that, but once I did my first mish, I couldn't get it up to 50, I felt lied to. And on teams it felt worse. I like the fact that some like the Fury mechanic, but it and Brutes just ain't my cup of tea. My Scrappers shred 1 or 100 they all are the same.
I already pointed out that brutes are better the more enemies there are, my arguement is that Scraps are at their full potential all the time and brutes need certain conditions like mish settings for one.
Why would one want to have /x1 settings? More reasons than you believe.
1. Not that experienced in the game and learning to play
2. Wanting to run an Oro Arc real quick trying to gain merits as fast as possible
3. Taking on a certain type of mob that you don't want the room to be full of (Malta, Carnies, Nemesis)
When you need to hunt a certain mob on a map your Fury isn't going to be 75% the whole time when you are looking for them.
Seriously too many conditions for the 75% to be considered average Fury.
Quote:fixed. I have absolutely nothing against scrappers. I've ran 2 to 50 now and have 3 in the 40's at this point. But if you are actually playing your scrapper like this quote says then you will have no issues attaining fury numbers like Billz and I are saying. Either you don't play scrappers very aggressively, which is fine, but important to know because it will directly impact your brute experience. Or something else is going wrong.
*I don't want to log in and watch you play, but I'll gladly watch a vid clip because it will show me the interface and allow a much better understanding of what is going wrong.
I like Brutes, but I think saying they do more damage than Scrappers is misleading, like a bad phone company.
Brutes are stronger than Scrappers Just as long as...
You are soloing at /x3 or higher
You make sure to get to your next group as fast as you can
Pick certain powers so you can have an attack chain that keeps your fury up
You try to team with as few doms and trollers as possible (defintiely want to stay away from Fire)
Don't do any arcs with hunts in them
Don't team with Tanks
Seems a bit misleading to me.
On average considering everything you can do in this game, 75% fury isn't that if it has requirements, Average is something the AT does on average in any condition, not certain conditions. Which is why Scraps are stronger, They are at Full Strength in all Conditions. -
Frost how about you compare two sets that are in both ATs like Elec Melee.
Scrap 95% ED cap and BU
Charged Brawl - 170
Havoc Punch - 267.9
L Rod - 590
Brute 95% ED cap, BU, and 75% Fury (Which I believe is too much to consider average)
Charged Brawl - 149
Havoc Punch - 235
L RoD - 569.8
If you want to see me play let me know, I don't mind showing you, you might even be able to give me some tips on playing better, but as far as I know I was going to the best of my ability.
Edit: Just ran through another mish, the only time I got my fury bar up was when I didn't use Whirling hands and grabbed two groups, I guess stunning the minions was taking away from me gaining fury, I am still left with a bad taste on brutes, seems as though as brutes need large mobs and less mitigation to gain more damage, I am unimpressed you can call it a victory if you want to, but my scrapper comes with no strings attached. Attack and keep it moving, motto of Scrappers -
Quote:Yeah I guess that could be a bit of the problem, I have heard about EM and not too many good things. Pretty much the consistancy is what makes the numbers given hard to go by, but then again might just be the bad taste left in mouth from my first Brute, whereas I have yet to find a combo of Scraps I don't like.Da Captain, you mentioned your brute was EM/inv; I have read from many posters that EM's attacks tend to be slower and more measured than many sets available to brutes, and maybe that has something to do with your Fury generation experience.
That being said, I appreciate that your personal playstyle favors the non-fluctuating badassness that the Scrapper provides. Scraps rock; When several are on a team, there's no competition for aggro for higher damage, which can happen for Brutes.
In my experience, though, there's very little difference between Brute and Scrapper damage, and I've never had much issue with fury generation. 80% is not hard once you have the endurance to sustain yourself.
Sorry I Bill Brutes don't win, I was going to give the benefit of the doubt, but I just ran a a couple mishes on test with my Brute and damage just didn't feel like Scrapper level I had it on /x2 and my Fury bar never made it past 60%, once you get it past 55% it starts to drop quick til you get to about 30% then it slows a bit. On average Brute probably have about 55% fury for the whole mish that is from the time you start the mish to finish, because I refuse to believe you are starting a mish with 75% on your fury bar and I definitely refuse to believe that once you get it there it stays. So with the fluctuation and given the time it take between and how you start, if you are able to sustain 75% or even 85% fury during most groups, that isn't what you start the fight with so saying a brute needs an average of 75% to match Scrapper level damage the fact is that unless you are at 75% or higher longer than you are below then you can't state that 75% is what on average brutes can attain, more realistic numbers would probably 60% - 65% on average and that is really pushing it seeing how I ran through a couple mishes and didn't get past 60% and I flew threw the whole mish (popped blues so end wouldn't be a problem)
So in the end Scrappers win for most purposes, brutes only win in environments that keep their fury bar above 75%. So more than likely for farms Brutes are better damage dealers, but on teams and when you just want to rush through an oro arc they ain't beating scrapper damage. -
Quote:No, you build fury by being attacked or getting attacks directed at you. So if you're playing, you'll have some kind of fury going... lol.
Got ya, sorry my mistake
Quote:If you were staying between 50-65% fury then you were doing around scrapper level damage with clearly better damage mitigation abilities.
(Buffs were included on both sides)
So yeah 65%-75% Fury on average will keep you on Scrapper level damage, if it were a Scrapper that never uses BU or those type of attacks, but the more BU is used the more Scraps edge out to the lead.
Cyber, what do you mean by more mitigation? -
Quote:Big difference most of my scrappers Soft cap so running into mob after mob is not a problem, doing that on my Brute doesn't keep fury up as it seems that defense works against Fury and running from mob to mob means a loss in fury. Scrapper lock only requires you to run to the next group after you are done killing the current group. Brutes lose fury chasing down a runaway, taking a tough boss, and moving to the next mobs.I worry about my scrapper brethren that struggle to build fury. I worry because it makes me question their ability to flip out and kill things in scrapper-lock.
Scrapper lock = Fury
As said before Fury requires a lot of attention and Scraps are always at full, Brutes are like Vegeta having to work and keep that fury up to match the damage of a Scrap, and Scraps are like Goku, not having to work as hard to maintain high DPS
(Too Tired, DBZ reference)
Quote:Thanks for working out the numbers.
Maybe I'm sleepy.
Brutes only need 64% fury to equate to scrapper average damage?
The extra 26% or so fury, puts them how far ahead?
What happens with say, +100% outside damage buffs? -
Personally to eaches own, me I don't like fury too much work to keep up. Don't you have to get hit to generate fury? So that would mean getting soft cap works against you? Just too much to deal with.
I know brutes can hold their own and build up to do some great damage but to really do a real calculation I think scraps would come out ahead. I know it sounds a bit like I am a Scrap fanboy, and I will admit I probably am since like I have 10 scrapper 50s, but if solo you should include the down time between mobs and how you start a mish with 0 fury. On teams the same things should be evaluated along with your teammates, Fire Corrs lay waste to mobs along with most MMs severely hurting fury gain.
I played my brute on teams and it was really hard to keep 50% fury and it sucked if I went afk for a second. Solo I generally stayed between 50% - 65% it was hard to keep my blue bar up so I couldn't sprint between mobs. (EM/Inv Btw) On my Scraps, any of them, I don't feel time constricted.
Brutes have to work hard for that damage and to keep it up, while Scraps have it all the time so they can be lazy. So yeah Brutes may get higher resistances caps, but they get the same base as Scraps but they have the same base, So really without outside help an SO built Brute is just barely a little bit more survivable than a SO built Scrap the only difference being HP.
However, I will agree that Fire Melee for brutes has the advantage. -
Quote:Couple things that I find a bit wrong with this statement.I think this is pretty well spot on but I think you have to remember that "pimped out" doesnt make say willpower worse, its just that with big +recharge numbers / set bonuses SD gets silly fun. Also keep in mind that the costs to really "pimp out" a SD and SR or Regen vary wildly.
Pimped WPs have high defense and recharge, they already come with high regen. However WPs have very low debuff resistance, come to think of it, I don't think they have any debuff resistance. While other sets that get pimped out get the debuff protection that doesn't come in IOs. So not have any debuff resistance definitely drops it's place.
And, SR can easily be soft capped and by default has one of the highest defense debuff resistance, with minimal IOs you can take it to the softcap and honestly it is pretty good there and you have options to do other things like add hp, regen, recharge, etc. If anything I would say SR is the cheapest to really pimp out. -
Can someone else check this out for me please?
On my Fire Melee/Invul scrapper, I went to place enhancements in Resist elements and I checked on the Combat Attributes to see me total resistance and Toxic had not been enhanced. I was wondering if someone else could check their scrapper?
I checked it on my Tank and he seems to be okay. -
Trying to get the newest version of Mids, I uninstalled the original but can't get the one off of the site to download for me, any tips?
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I still think permadom is worth it, if anything I would probably still build for recharge so those long AoE Mezzes recharge quicker, but being able to double Mez and increase duration was always the high point for domination for me, was never worried too much about the damage. And the Mez protection in great too.
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I had much fun on my DB/SR, it's like finesse at its best, like dancing around the enemies, dodging and all the DB animations, it was real fun, I think as far a Primaries go, DB is the Funnest I have played, with MA coming in a close second.
Didn't like Spines all that much, and Katana was okay, felt much better than BS but didn't feel fun as much as boring, but Kat/Regen sounds like a good combo, might try that out myself, if anything you should be a beast in PvP
Quote:Only 3 of 8 secondaries have a taunt aura, damage auras don't taunt or keep enemies from running away if anything they promote running away, atleast I know my Spine/Fire gets a lot of runaways when I farm.I'd suggest avoiding both regen and Sr because they lack aggro auras, and personally I HATE CHASING PEOPLE!!! But that's just me.
I wouldn't want to limit anyone like that, plus SR and Regen are the most fun, WP is pretty boring -
I like it the way it is, it feels like it is working as intended.
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Okay Rsclark you have proven what?
That trollers can't solo til 32 okay, that is a ridiculous statement, because 1 they can't solo on -1 difficulty without any damage issue and my Ill/FF and my Ice/Emp do it on -1/x3 with ease which averages the xp to about +1/1.
But anyway the point is that so they can't solo (to those that need to l2p) that early in the game past 32 they like their Dominator cousin's make most PvE content irrelevant, however, unlike their dominator cousins they have access to buffs and debuffs being able to solo high end content like AVs and GMs, I would say not being able to do anything that well for the first 30 levels is a good trade off for soloing AVs and GMs and practically being one of the best farmers for late game, but that's just me.
And what most people are trying to tell you is that, all ATs have the OPTION of soloing, weather they do it well or not is more than likely the player and not the AT. The dev's don't want to limit people to HAVE to team. -
Um...not fully sure about PvP drops checked wiki, but I need a bit more clarification. Do I have to wait 10 mins after killing someone to get a chance for a drop?
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To answer your question...
No, a buff/buff AT would probably be the most underpowered AT in the game, incapable of doing anything by itself, while you have Ill/Rads and most Scrappers soloing AVs, it buff/buff AT wouldn't be able to do much against an AV but survive if that much. Even with Temp, Vet and pool powers it wouldn't be able to put out the dps to dent an AV, I doubt it would do well on a /x8 mish solo.
They would be great on teams just as long as the diff is high enough. Because on a decent team most times my Ill/Rad troller doesn't even have time to lay down the debuffs before everything is dead, and on a great team they would be dead weight.
Overpowered...? Probably a waste of space, even I think that is an understatment
Quote:Bet you would solo better than an Emp/Force Field Buff/Buff ATYou mean like my Stone/Kin troller? I'm as capable of soloing as i would be of slitting my wrists with a spork - which I would only try if someone forced me to solo with that character. -
Wasn't saying that it would kill off /SR, was just offering another power suggestion to replace caltrops. As I said in my previous post, /Nin would fit well with the rest of the secondaries, I think it would be as balenced as the rest.
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Quote:Yeah that is why I had to change what I said, considering all sets and what people that know how to use IOs do with them, it would probably well with the rest.
Then again, people here are soloing AVs with pratically any set.
They would probably replace Caltrops with a Quickness clone and call it Ninja Training -
Personally I don't think Sweep combo is worth it, you would get more milage out of the Flame mastery pool and Empower is nice
My combo consists of Empower Combo --> Typhoon's Edge --> Fireball --> Empower Combo --> Attack Vitals,
the extra 50% damage from empower gives Typhoons edge an extra 35 points of damage, it gives the Attack Vitals combo a total extra of about 80 points of damage and adds about 28 points of damage to fireball -
If you replace Hide with a Cloak of Darkness clone, Nin/ will be able to reach the softcap without any IOs
Blinding powder on a /x8 map is useful even if you just confuse one minion, you have added more damage not only that, it comes with a 7.5% tohit debuff, when you are at high levels of defense it makes a difference.
Okay, the knockback hole is rediculously laughable, you can easily plug that. As far as what takes it above the top is the self heal, Defense and Defense debuff resistance is nice, but the fact is that you are eventually going to get hit.
When SR gets hit, they eat all of it, SR only gets resistance when you are about to die and even if you have all 3 passives when you are in the red it is only like 25% resistance and SR and Sheild have no defense or resistance at all to toxic or psi damage types.
Quote:Pretty sure it is a click and it stacks with 22.5% each go, giving you a total of 45% resistance to psi and you can achieve high levels of Toxic resistance as well and there are a couple of toxic attacks with no defense tags and all mind control attacks have no defense tags4) Nin has no resistances like /SR or /Shields (except 22% psi res on the mez protection toggle)
Shields is nice they have resists and a HP increase along with damage increase and a high damage AoE attack, but again what are they going to do when they get hit and they also have no psi resists or defense.
I really don't like including sheilds that much because it limits powersets
Nin on the other hand can be built for softcap, it's not easy but it isn't that hard, and to have softcap defenses, with a non interruptable self heal is pretty nice, along with that they can reach about 45% resist on psi and depending on how you slot the heal you can reach high levels of toxic resists as well. As I said before the KB hole is laughably easy to plug with or without IOs
Basically what othersets do can easily be covered in power pools and set bonuses, but the other sets won't be able to easily acheive the High psi and toxic resists, and a non interruptable self heal.
No it isn't the best farming secondary, but I bet it would solo AVs a lot better than most sets.
I guess considering how most other powersets perform I was wrong calling it OP, but I wouldn't want scraps to get this set, I wouldn't be mad if they did, but some sets should just stay exclusive to an AT.
Oh and Welcome back