Deus_Otiosus

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  1. This was the least impact change I could come up with to

    A) Get taunt into the build.

    B) Keep a travel power.



    Losing a travel power means losing the Winter's Gift anyway, so I swapped it for a -KB IO.

    Then dropped the -KB IO from Dark Embrace, and used the slot for the Numi Proc.

    You lost some recovery from dropping Physical Perfection unfortunately.


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  2. Quote:
    Originally Posted by Dechs Kaison View Post
    I dunno if you've seen it, but my Warshade's build is posted here.

    The only time I hang out in human form for extended periods of time is during AV fights, and the new build allows me to run Orbiting Death and Assault while maintaining a respectable attack chain that also happens to immobilize the AV.
    Unfortunately WS are not something I'm well versed enough in to give you a real opinion.


    Quote:
    Originally Posted by Dechs Kaison View Post
    I wouldn't delete him... not quite. I'd remake him as Kinetic Melee, if anything. It's only the story I've made up for him that has been keeping the Fire. That and how he has 2 million prestige earned for the SG I'm in. And having to level him all over again. And earning all of the Mo badges again which won't be as hard this time around with incarnate powers, but still... Oh, who am I kidding ... I'll never delete that tank.
    Expect a PM, I have a few ideas.


    Quote:
    Originally Posted by Dechs Kaison View Post
    The current is no different than the last you saw in a thread long ago. You helped me optimize it to where it is, and it didn't include taunt then and I'm pretty sure you brought it up as a concern.
    I'll dig it up then, and see if there is any squeezing that can be done.
  3. Quote:
    Originally Posted by BrandX View Post
    No. Gloom is that good. However for Scrappers, grab the ST Fire Blast attack for your ELM to help in ST damage and access to more AOE goodness.
    Gloom is good, but if the combination is Elm/SD I will go out on a limb and say I think the Scrapper will come out ahead (AAO > Gloom).


    Quote:
    Originally Posted by TommyBoyTrD View Post
    Is there already an excel out there available for something like this or would I have to knock out one myself?
    Unfortunately you'll have to knock it out yourself, however this thread is pretty ancient you might also try starting a thread on the subject here in the Scrapper forum to see if anyone has worked out Elm ST DPS for Scrapper.
  4. Quote:
    Originally Posted by Dechs Kaison View Post
    I'm willing to put it to a test, (as I have done in the past*) but I've had a lot of other things going on this week that haven't allowed me the time. When I haven't been at work, I've been spending my time preparing for the in character party which is so important to have taken the place of "Dark Armor Sucks" in my signature.

    *You sparked quite the enlightenment for me last time with the Warshade when it came to determining single target attack chains. I was surprised to find that I in fact get better single target DPS out of Dwarf than either human or Nova. I have since respec'd the shade to get comparable single target DPS in human form, while maintaining some important control capabilities.
    Well...yay!

    I'm glad that gave you a new angle to explore for your WS. Cool stuff.



    Quote:
    Originally Posted by Dechs Kaison View Post
    In the end, Deus, Silas, Amyg, and Uber, you guys have given me a lot to think about. I love my Tank; I love the character. I haven't been willing to see this: but he's just not the optimal choice for most content in the game. Looking back, I can't really remember the last time I used my tank for a team (of course, I did just spend three of the last four weeks out of town).

    I'm usually a pretty stubborn individual (like I needed to say that), so call this a win if you want. Thinking about it now, I'd be able to easily drop my travel power on the Brute for Taunt. Beast Run still works.
    Well, I wouldn't go deleting your Tanker anytime in the near or far future.

    Maybe post the current incarnation of the Brute in the Brute forums. I'd hate to see you lose a travel power.
  5. Quote:
    Originally Posted by Gemini_2099 View Post
    Isn't that the definition of binary? >.>
    No, because if it were so only one of them could be true.

    They are both true, having a taunt aura is both an advantage (for one reason) and a disadvantage (for a different reason). They aren't mutually exclusive.

    Perhaps my use of the word was incorrect, hopefully this post clears it up.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    ."
    Further, I think the raw DPS is a purely academic value with no real meaning because I will always have my Acid Mortar. Further, the only time this value becomes important is when the enemy resistance has reached a floor, which is at -300% if I'm not mistaken.
    It is important, because without understanding your Bots/Traps Raw DPS or a Damage Dealers Raw DPS you don't really know which of them is benefiting more from flooring the enemies resistances & regen. (Its the damage dealer, btw, by a huge margin).

    This is what UberGuy was talking about.

    The only way I can illustrate this is through my Fire/Rad Corr.

    My Fire/Rad Corr can take out a pylon in 4 minutes using his debuffs to reduce the pylons' resistance and regen, and then follows up with the best ST attack chain available to any corrupter. He takes out the pylon faster than any of my top end Brutes or Scrappers do.

    Yet, when he finds himself soloing the Lambda Split phase (which he can do) his ability to take out crates and containers is slower than any of them. His speed at taking out the surrounding enemies is also slower. And while he is applying debuffs, the brutes and scrappers are already pounding away with a headstart.


    That's because he is now facing a target where -regen is meaningless, which is something the damage dealer doesn't rely on. Raw DPS is now the deciding factor and Scrapper or Brute > Corr for Raw DPS.



    Its fine, you didn't address my other points above about the math behind damage dealing, so I'm assuming its a topic your either not willing to discuss or simply see no value in.

    Its also why you most likely do not value damage dealers - I guess everyone has their built-in biases.
  7. Quote:
    Originally Posted by EvilGeko View Post
    Or just set Stalker HP values to that of Scrappers. Funny how everyone always ignores that option. Probably because they know that, Stalkers would then have more survivability than Scrappers. If you read my post, I don't think Stalkers are less survivable than Scrappers. Brutes draw aggro and you speak of that like it's a detriment. A taunt aura and taunts on your attacks counteracts morale loss and scatter keeping mobs in damage auras and in PBAoE range.
    Its also funny how you mention that Stalkers are not less survivable (due to their tools to avoid aggro I assume) and then simultaneously ignore how the same applies to the Brute/Scrapper dichotomy with or without Taunt effects.

    The value of a taunt or taunt aura is not binary, "its good" or "its not good".

    The value of keeping enemies glued to you is good, the fact that you are also now taking a larger risk as you take more incoming attacks on a team is also true and is not deniable and is therefore a potential negative.



    Quote:
    Originally Posted by EvilGeko View Post
    And no one wanted to nerf Brutes.
    I disagree, I think a handful of Scrapper and Tankers players were living in some kind of doom scenario in their heads where Brutes would suddenly outclass both of them.

    We haven't seen this come to pass however.


    Quote:
    Originally Posted by EvilGeko View Post
    Brutes had MORE damage than Scrappers and MORE survivability.
    They were?

    Under what circumstances?
    How much Fury?
    What critical hit percentage?
    IOs or SOs?
    If IOs, how much +damage slotting from IOs?
    Gloom or no Gloom?
    Using Assault?
    Using BU?
    Using Musculature (which the devs knew would be an option)?
    Using persistent damage buffs from primary or secondary?
    At the mythical perma-damage cap scenario that not even 24 man leagues has brought about?

    I look at the Rikti pylon thread and even pre-incarnates I see Scrappers well at the top.

    Many of the best scores come from sets that are simply not as effective on Brutes, Dual Blades, Kinetic Melee, Dark Melee, and anything with Shield Defense to name a few.

    There is only one combination for Brutes that tops the charts, and that combination will be potentially be more powerful when it gets ported to Scrappers.

    It might be the case that Brutes can achieve parity on sets that both have top end potential as well as not relying on persistent damage bonuses to achieve it (i.e. no Power Siphon or no perma-soul drain), so Katana for example.

    Perhaps Brutes even achieve damage parity on just SOs and no incarnate boosts, I don't know personally if this is true or not.


    Otherwise my own attempts to see how close a Brute can get by copying a Scrapper build have fallen far short of what the Scrapper versions are capable of. Power combos like DB/Ela (33% in favor of scrapper) DM/SD (about 20% in favor of the Scrapper) for example. This is with equivalent builds, equivalent slotting, all the trimmings.

    The Brutes advantage is 12% HP all of the time, and a situational/powerset dependent resistance advantage. Its a practically non-existent advantage for Defense sets.

    And its an advantage for other sets in a way that makes the overall advantage minimal (for example, having 90% resistance to Fire damage when Fire damage is rarely encountered).

    Invuln, WP and Ela do make out well overall, and are, IMO, in the sweetspot for Brute mitigation performance.


    Quote:
    Originally Posted by EvilGeko View Post
    Stalkers do not have less damage than Scrappers except in AoE. But then Stalkers get a number of tools (high value stealth, placate, AS fear) that Scrappers don't.

    Build it, test it, prove it.

    Big claims are fun to make, please show us your no temp/no insp Stalker results on a pylon. This should be no problem, since you assert they do not have less survivability than a Scrapper.

    You can even do it for free on the beta server.

    Getting a number of tools that are of generally lower value in the typical game play scenario does not suddenly give them parity.
  8. Quote:
    Originally Posted by UberGuy View Post
    This is a radical position that surely makes assumptions that do not always hold true. (Edit: In rereading the context of the thread, I think you were making a point that I reinforce below, not disagree with.)
    I agree with everything that you said, my use of the term leech wasn't meant to be negative in connotation, so I should have chosen a better word.

    In addition to all of your points, a damage dealer does exactly that. It is the one thing they are focused on, unlike buffers/debuffers that often need to reapply debuffs/buffs, etc.
  9. Quote:
    Originally Posted by Dechs Kaison View Post
    This is just another reason why I prefer to bring the Bots/Traps on a team. I multiply the effectiveness of everyone else on the team. Nothing you've said has made my Brute seem more appealing to take on a team.
    There is a tipping point where raw dps becomes very valuable, it just appears that you seem biased against it or do not value it.

    I also have a very hard time believing that your Bots/Traps brings the same level of value to the Lambda split phase as any well built Brute or Scrapper would do.


    Quote:
    Originally Posted by Dechs Kaison View Post
    As for my raw DPS, I don't care what it really is. I know it's plenty because I'm not always laying acid mortars when I solo. On anything less than +3, it's just not worth the time.
    For someone who has a lengthy write up on the value of the softcap and all of the numbers behind it, as well as a numbers based breakdown on the survivability of your bots/traps in this thread, I find the phrase "I know it's plenty" without any math or actual testing behind it to be funny to come from the same person.


    It would be as if someone was posting adamantly about how good their survivability is "because I don't die alot" without actually knowing their defense numbers and having never once opened their combat info window to check.


    This is something that came up in a thread on WS as well Dechs, you seem quite willing to extoll the virtues of certain builds but then when it comes time to actually show what the real DPS capabilities of said combo are, you simply brush it off or refuse to bring real numbers to the table to back up your opinion.


    How can you know how good something is at dealing damage if you've never bothered to check?

    I would think that someone who seems to enjoy the math in the game so much would actually be interested in this.
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    Speaking of debuffs, stacking Acid Mortars multiply already impressive damage and Poison Gas Trap floors almost anyone's regen.
    I think the part you are missing is that a damage dealer AT functions like a leech in any scenario where they are teamed with a buffer/debuffer.

    The Bots/Traps can do amazing things on its own, of that we all know.

    However, RAW DPS gets magnified by those debuffs you're bringing to the table - and the top end damage dealers most likely have much greater RAW DPS than your Bots/Traps does.

    The simplest way to test this is to do two runs against a pylon, one with your -res and -regen applied to the Pylon and one without.

    At that point you will have your raw dps contribution and you can then compare it to top end damage dealers to see just how far ahead they may (or perhaps may not) be with the mindset that whatever -res and -regen you bring to the table, they get to leech off of and magnify their already incredible DPS.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    What kind of reaction time are YOU comfortable with and why do you feel that way?

    I want my keyboard to sound like I have 20 seconds to type the Gettysburg Address from start to finish with a gun pointed at my head if I fail.

    This game is a lot slower than that.
  12. Quote:
    Originally Posted by Mephe View Post
    So my question is what is a good match with time?
    Time requires a lot of active use, so my first choice would be a set that does not incur redraw.

    Time has an AoE slow patch, not too unlike Tar patch, so a primary with a Rain type of power will be able to go to town without enemies fleeing.

    Outside of endurance concerns my first choice would be (and will be) Fire Blast.
  13. Quote:
    Originally Posted by UberGuy View Post
    Well, if one is clearly better in most situations, it's not real compelling to get the other one unless you're just into completeness for a limited number of characters. And if one is not clearly better, then again you're competing getting another T3 or T4 just for the sake of having it when you could be "incarnating" other characters, or doing something other than iTrials.
    Fair enough.

    I have only 10 "all around" T3 (about 5 of them) or T4 (the other 5) incarnate characters at this point but only 4 of them have alternate Destiny powers.

    Those would be my main characters I suppose, and I find each of them can make good use of 1 or 2 Destinies depending on the TF/Trial they are about to do.

    For example, on my Corrs I swap out of Clarion for Rebirth for KIR, simply because Rebirth is the better support choice for that particular trial.

    My view point is that Destiny is the game changer, it is the one Incarnate power that helps your entire league and stacking specific Destiny powers against specific encounters is huge. I even think that is part of the design decision for the Devs as we have seen that KIR favors reibrth and I think there will be more of this to come.



    Quote:
    Originally Posted by Elegost View Post
    It's such a freakin chore to switch any incarnate power out that I'd almost never promote getting multiples of them (there are a few exceptions with alphas and destinies).
    I just size up whatever TF/Trial I'm about to do and decide which one is the most useful for myself & my team/league before starting.



    Quote:
    Originally Posted by NiVra View Post
    Quite true, but as Elegost mentioned it does become a "what will I be doing for the next few moments..."
    As above, I plan ahead well before whatever I'm starting.
  14. Quote:
    Originally Posted by Dechs Kaison View Post
    If the team needs aggro control, he can generally handle the task, but I know the Tank would have more tools to do the job better.
    The tanker AT only has 1 more tool to control aggro by default.

    The other tool, Taunt, you skipped it on your Brute and denied yourself a valuable tool for teaming (and debuffing some pesky ranged enemies).



    Quote:
    Originally Posted by Dechs Kaison View Post
    Not true at all. There are several benefits to playing a brute over a scrapper. They have greater survival due simply to higher HP, but also have higher resistance caps. Their damage auras include a taunt attribute to keep things from running.
    Greater survival is often irrelevant if you already have a Tanker or Brute there.

    Greater survival is also put at risk more often simply by having those taunt auras without the Tanker's level of mitigation.

    Higher resistance caps are a benefit, but outside of secondaries that specialize (Invuln, Ela, FA), Brutes don't usually fare much better than Scrappers even with buffs from team mates (Exotics for WP, SD, All of SR's Resistances, EA, etc).



    Quote:
    Originally Posted by Dechs Kaison View Post
    Holding aggro is not a requisite to maintain the amount of fury required to surpass scrapper damage scale.
    On SOs? Maybe.

    For IO builds, there are several scrapper primaries and builds that brutes can not even come close to if they were capable of the old 90% Fury.

    DB, KM, DM, anything with a shield for example. X/SD Builds for example see Scrappers easily ahead of Brutes by 15-30% DPS, with no equivalent gain in survivability for the Brute (12% extra HP).

    Even Claws running the absolute top chain works out for the Scrapper.


    Quote:
    Originally Posted by Dechs Kaison View Post
    I understand where you're coming from now, and I think I see the root of the problem. I believe that you either need aggro control or you don't. If you do, get a tank.
    This is your bias against the Brute AT really.

    Which is pretty bizarre considering you are a take all comers, any build ok type of player.

    You basically feel that Brutes are worthless for holding aggro, when the truth is that a dedicated Brute focused on eating aggro will outstrip the Tanker's ability to generate threat every single time.

    It's also a silly position to hold since Brutes have been holding aggro in various degrees, including the old "top end" content like the LRSF.


    Quote:
    Originally Posted by Dechs Kaison View Post
    Again, when my Brute joins a team, his purpose is to kill things.
    That's a let down for me as a group leader, because when I'm looking for aggro control I look for Brutes or Tankers without discriminating.


    Quote:
    Originally Posted by Dechs Kaison View Post
    In my mind, when your primary and secondary purpose are both done better by someone else, you have no purpose.
    So then by your definition Brutes have no purpose, since Tankers have better mitigation and gauntlet, and Scrappers deal better damage in many circumstances.
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    But just as I don't build a tank with a focus on dealing damage, I don't build the brute to control aggro. The tank deals some damage and the brute controls some aggro. Each focus, and each purpose, seems clear to me.
    That's an artificial limitation you're placing on the AT due to what I imagine is a preference for a "specialist".


    It's fine if you prefer playing a specialist but ultimately that is a self imposed artificial limitation.

    A Brute is not a specialist like a Tanker, they are a Hybrid.

    Selecting only one aspect of their capabilities limits the full potential of the AT.

    The effectiveness of the Brute AT as a hybrid can be summed up with the idea of "enough".

    A well built and well played Brute has "enough" mitigation, "enough" damage dealing capability and "enough" threat generation potential to cover all three areas very well.

    As an aside, Tankers in general may have better overall AoE threat generation regardless of primary due to Gauntlet's AoE effect, but the lack of AoE Gauntlet can be minimized on a Brute with at least 1 solid AoE attack - in addition, against a single hard target (assuming equivalent powersets & taunt) the Brute will generate greater threat against that ST than the Tanker will.




    And lastly, if you are not building and playing your Brute to hold as much (or enough, as it were) aggro as possible - then you would most likely be better off with a Scrapper.
  16. Deus_Otiosus

    Dps question.

    Quote:
    Originally Posted by ultrawatt View Post
    This, its really the simplest and easiest way to figure out just how much STdps you can put out. Of course, i find brute tend to run at slightly lower than normal levels of fury with a pylon then they normally do.
    Surround yourself with L53-54 Rikti.
  17. Quote:
    Originally Posted by Elegost View Post
    In the particular case of dm/regen, I'd more heavily consider getting barrier instead of rebirth. Here's my thought process:
    My thought process is that you don't need to choose.

    I know its stating the obvious, but you can have multiple Incarnate powers for a single slot.
  18. Quote:
    Originally Posted by TommyBoyTrD View Post
    Let me rephrase then....

    Do Ele Melee Scraps do better ST damage than Ele Melee brutes, even lacking gloom? If so, why? And what, if any, patron do they take? Rotation?

    When no one has an answer for you it means they most likely haven't worked it out themselves, that's your cue to boot excel and give it a shot.
  19. Quote:
    Originally Posted by BrandX View Post
    Not to mention after all that, you start to get to the late game, and running with more and more people who use IOs, and I just don't see it being all that impressive.

    If it was an AOE buff (even if it didnt effect yourself) I could see keeping it. But when it's just 1 or 2 people...with everything else Time has to offer, I'm really not seeing it.
    Quote:
    Originally Posted by WanderingAries View Post
    I skipped it on my first /time toon simply because I was going solo...

    Selfish Solo Reasons:

    1. Lore pets juiced up on +damage bonuses can get even more ridiculous than they already are.
    2. They also (the boss pet mostly) get a little extra survivability from the regen.
  20. Quote:
    Originally Posted by Auroxis View Post
    That's still twice the survivability at the very least.
    No argument there, but its still less than the gap of 70% vs 90%.
  21. Quote:
    Originally Posted by Auroxis View Post
    It all depends on your perspective of what's more important. Let's take a quick look at Inv/SS:

    The tanker will have about 20% more HP and 20% more resistance to S/L than the brute. While the HP difference isn't all that big, the difference between 70% S/L resistance and 90% S/L resistance is.
    Even on SOs with Cardiac T4, the Brute can get to 77% closing the gap some.

    At the extreme end a Brute could also slot the 3% Shield Wall for a Solid 80% closing the gap a bit more.

    However, the Tanker still wins by a large margin on exotics.



    Quote:
    Originally Posted by Arbegla View Post
    Tankers get Punchvoke allowing them to build equal threat on up to 5 targets using a single target attack, where brutes get Pokevoke allowing them to build threat off only as many targets as the attack they use actually hits target at a time.
    I edited it a bit for a bit of finer detail.

    An AoE focused brute can easily generate a ton of threat, while a ST focused Brute without taunt will be very limited to whatever can fit in their aura or they attack with their ST attacks.


    Quote:
    Originally Posted by Arbegla View Post
    And again, the damage difference, at the damage between scrappers and brutes is about 5 - 10%, which really only factors the critical chances scrapper have. Damage caps are measured with 100% base, so a tankers cap is really 400%, a scrappers is 500% and a brute is 775%. This is so damage debuffs work correctly, as explained here Damage caps
    I think being compared at the damage caps skews things, its not a very common occurrence.

    On top IO builds, using the power combinations or powersets with persistent +damage bonuses, I think Scrappers are out damaging Brutes by at least 15-25% or more. My own testing with DB/Ela for example gave me a result of 260 DPS, where Microcosm scored 345 DPS, the builds are identical. That's an advantage of about 33% in the Scrapper's favor.
  22. I think this is one of those questions that is powerset dependent.

    I agree with all of Silas's points, and those are the reasons I usually end up with Scorpion Shield.

    Provides SM/L/Ene DEF & allows for much leeway in building for heavy recharge.



    Quote:
    Originally Posted by Nihilii
    I'm not big on Scorpion Shield, as I find being S/L softcapped without any resistance not enough survivability for my taste.
    I generally choose a secondary that will allow me to mitigate damage in some fashion.

    I think I could be swayed to go with ranged defense on secondaries that don't provide this or have it in strong enough doses to compensate.
  23. With Microcosm's help I did a revamped DB/Ela Brute pylon run, its pretty specialized and I don't think I would use it for general play.

    260 DPS
  24. Quote:
    Originally Posted by _Pine_ View Post
    The thread died along time ago. Let it rest in pieces. ((Btw many of the numbers are off today, this was before 'The Great Brute Rebalancing' happened.
    It was also done with 5% critical hits and with no top end build slotting factored in.

    Both of which showed poorer numbers from scrappers than they are actually capable of on many powersets (not all).
  25. Quote:
    Originally Posted by _Pine_ View Post
    I have to be doing the math wrong. Aren't I?
    Yes.

    Brute DB can not touch the Scrapper's performance.