-
Posts
507 -
Joined
-
At a glance, I'd really think it's a wash, but I'm leaning toward Defender.
I love using the modifiers to give a base line for different sets and ATs and that. It's a little harder to call in this case, but I'll try anyway.
Let's call Scourge a 30% increase in damage, which is very reasonable while soloing. If you take advantage of Scourge on teams and purposely target lower HP enemies, or have a powerset that takes a few seconds to prep with debuffs and you're only attacking hurt enemies anyway, it's probably worth even more.
Now, how do we call the average resist debuff? It's really hard to say. I would personally call it 2.5 attacks worth of debuffing, and one instance of SR's debuff (either disruption or siphon). For Defenders that's 80%! For Corruptors it's 60%.
Damage then looks like this: Mod*(1+Enhancements+Vigilance)*(1+Scourge)*(1+Resi sts Debuff)
Corr: 0.75*(1+0.95)*1.3*1.6 = 3.04
Defender (solo): 0.65*(1+0.95+0.3)*1.8 = 2.52*
Defender (teamed): 0.65*(1+0.95)*1.8 = 2.28
*- Note that the Defender solo is only going to pull this off against ST, lacking an effective use of Disruption Field
That's incredible for either of them. On a team, the difference is 0.76. Using the same method and reasonable estimations for the value of Defiance (+30%) and Fury (+120%), you will only need 2 Blasters (2.53), Scrappers (2.41), or Brutes (2.36) to make up the difference. Because the difference of a -60% and -80% debuff applied to their damages is close to 0.5. Though the lower max targets on Scrappers and Brutes might make it closer to 3 of them.
Of course all of that is circumstantial. ALL of those variables are going to fluctuate. However, if the average only calls for 2 (maybe 3) damage dealers on your team, and you will actually have 7, the Defender is going to contribute far more damage than the Corruptor most of the time.
Defenders also get higher defense values in their power pools, and will contribute more resistance to the team. Defender wins hands down if you intend to team at all. -
Quote:Everything Muon_NEutrino said, but I'd also add that because of the way Targeted AoEs work, missing isn't a gigantic concern. Missed targets don't count toward the target cap, so if you have a large enough group, even with a reasonable chance to hit, you will hit all 16, or however many FS has for a cap.So the power won't ever *completely* miss, since the initial power that summons the debuff pseudopet is autohit. This means that you will also always get one buff radiating from the caster. However, the debuff pseudopet needs to hit its targets in order to summon the buff pseudopets from them, so if you're up against high level or high defense foes with no acc slotted in fulcrum, you won't get nearly as large a damage buff as you might expect since the debuff pet will miss most of the enemies.
The fact that FS can miss is much more noticeable with small mobs. -
I'm pretty sure that was a typo and meant to say less slots in it.
Quote:Youre not going to be without stamina in I19. You'll have it inherently. So maybe a better question is, how is it with just base slotted stamina.
I bet if you got even minimal recovery bonuses else where, you'd be fine with just that one slot in stamina. Like the Miracle proc in Health, and maybe a few small bonuses elsewhere. It will depend a lot on how much recharge you have, because the closer DP is to perma the less you would need any other help. That's going to take like 200% global recharge bonuses though :-(. -
Quote:Me too. I had sense enough for at least a message or two to think it would be better discussed in private messages rather than thread jacking, but I lost that sense I suppose.Yuh I am pretty much 100% guilty of that, my apologies. That's why I just stopped responding and let it die for a week (a shame it came alive again), and will do the same again.
Quote:I think what we can all agree on is that the best brute AOE attack is Whirling Hands and that Energy Melee needs a nerf.
Quote:I have done some number crunching and I am 105% sure that my Energy Melee / Stone / mace brute destroys ss or claws. Add in flurry and sands of Mu, its freaking amazing. Build up and Whirling hands does insane damage, and it looks kick *** in granite. On top of all of that you get the killer BEEEEEEOOOOOOOOOOOOOOOOOOO POP! sound effect from Energy Transfer. TOTAL WIN. -
Quote:Oh, I gotcha.I was calculating from the viewpoint of enemy attacks as 100%. Since your standard minion has only 50% tohit, only 50% of their original (100%) damage gets through, so you take 15%*50%=7.5% after resistance vs 5% at softcap. If you calculate the 50% tohit of standard mobs as 100% of damage as is frequently done then, yes, the difference is now 15% after resistance vs 10% at softcap. In either calculation 85% resistance takes 1.5 times the damage that the softcap takes, which is probably how I should have stated it originally.
Yeah the increase in 50%, however you slice it, has got to be the most relevant way to put it, at least in regards to farming. Being able to take on 2/3s the mobs your soft capped friends can is a pretty significant difference. -
Quote:Hahaha... can't help me... if I don't get it... that's awesome since your terms don't even match what I quoted. Trust me, I get it.The fact you are pointing out there's no 'r' is showing that you don't get it. r was given earlier as the difference, the residual. It is simply not meant to be on the other side.
9 > 6
6 + 3 > 6
Now you have A + r > A
Note there is no r term on the right.
Sorry, I just can't help you if you don't get it. This was beaten to death a week ago.
Quote:eA + fC > gB + hC
eA + fC + r = gB + hC
eA + fC + r + iD = eA + fC + jDQuote:eA + fC + r = gB + hC
What you did was like this:
X+2=Y
X=Y
Note that there's no 2 in there.
If your algebra was even close (it's not), you would have proven that you can simply remove strict inequalities willy nilly (you can't).
That was the half that was blatantly wrong. The first half was the blatantly pointless.
Since you had the arbitrary premise
Quote:eA + fC + iD = gB + hC + jC when i = j.
Quote:i = j
2+2=4
2+2+i=4+j, when i=j
i=j
My favorite part is you started with an arrogant and misplaced remark
Quote:You're wrong. Your entire set up is wrong. Putting numbers before A & B is trivial and wrong. But, I can't back out from a good fight to enlighten you
So yeah, I get it. -
Quote:Did you mean to say threat, rather than gauntlet? AFAIK, Rage doesn't effect gauntlet, but the increase in damage can help maintain threat.As long as you don't press hand-clap and knock everything out of your aggro aura while a teammate is nuking, you should be applying enough gauntlet due to rage and footstomp to keep most aggro. (The reason why Inv/SS is the king of aggro, great aggro aura, and high damage to sustain enough gauntlet over any other tanker combo, Ice/SS or Dark/SS wold give tough competition though.)
What the previous two posters said is true, it's because RttC is a weak taunt aura. However, you shouldn't have too much trouble.
SS is also part of the problem. What level are you? Lacking AoE damage before level 38 will make it a little harder to hold aggro. The lack of a debuff on your attacks means they cause less threat than some other attack sets would.
You should be spreading your taunt and ST attacks around to spread the taunt-love that comes from sources other than RttC. Also, with RttC's weakness in mind, you may slot the power Taunt more than you otherwise would. There's some boss sets that are pretty cheap, so consider investing in it if you haven't already.
I have a WP/DB Tanker, and I almost never had trouble controlling aggro. Even with a duo partner who happened to be a Fire/ Blaster who loved to draw extra groups, I could still hold everyones' attention.
If all else fails, you could pick up Provoke from the presence pool, to have an extra taunt power when you need the extra threat. Since SOOO much of your damage will come from Footstomp and your Epic's AoE, you could easily toss Provoke and Taunt inbetween your attacks without much drop in DPS. However, the only advantage to Provoke over Gauntlet is the larger radius. -
Quote:How do you figure it's a difference of 2.5%?It should; stygian circle heals you for 80% of your health off of one defeated opponent, unslotted. Are you monitoring your resistances to make sure you stay at that 85% cap? There is only a 2.5% difference in amount of damage you take when you are softcapped vs at 85% resistance. That is really, really tiny. Is the softcapped character you are comparing to a tank/brute/scrapper? Because you may be feeling a difference in total hp.
If against most content you're hit 50% of the time, softcapped defense means you are hit 5% of the time, taking 10% of the damage you normally would.
Capped at 85% resists means you take 15% damage.
So there's a difference of 5% of the original, undefended, unresisted damage, or more relevant, you take 50% more damage (15% instead of 10%) than you would with defense.
It's much bigger than 2.5%.
OP: If you're tailoring your missions to farm, and not killing fast enough to continually have a purple or two active, it sounds to me like you need to kill faster. The lack of Soul Extraction probably is a problem there.
If you can get perma-eclipse, have your attacks well slotted, then any defense you can add after that would be worth it, and it would be gravy. -
Quote:It isn't even sound...Not to pick nits, but I am a natural nitpicker. So, here goes. Your algebra looks passably sound. Unfortunately, without decipering the last two pages of posts for values for your variables I am unable to decipher your meaning. I give crap about this argument, cause I know my cheesy SS/Fire/Mu farms okay, and either is really good or the best, and I do not care which.
Quote:Initial logic:
eA + fC > gB + hC
Add r which is the difference, to make the terms equal:
eA + fC + r = gB + hC
Now we add D to the equation for the new powers. Note that 'D' is different on both sides, but the remaining terms hold the same.
eA + fC + r + iD = eA + fC + jD (notice there's no +r in this substitution)
subtract eA & fC from both sides:
r + iD = jD
Even if you did go back and read it all, there's lots of factors that need to be established that he insisted on dropping from consideration. There's literally nothing informative about that post at all.
Honestly, the next conversation about the effectiveness of Footstomp (because of it's area) vs the increased DPS that Shockwave and Spin offer in claws is probably more informative. Bill and I showed in different ways that even double-rage applied to a secondary/epic attacks isn't enough to make it stand tall above Claws/, though it does need to be accounted for.
I would bet that if more tests were done with all else being equal, SS/ and Claws/ probably farm at about the same pace. If those silly all boss farms were still around, I'd probably prefer Claws/ because of the increased DPS and the lower chance of the mobs scattering randomly. For anything else, it could easily be a wash. -
Quote:I love this idea! Perhaps not for Dark because of the other stuff I mentioned, but it could make for an awesome mechanic with future power sets or something.I agree with the Life Drain change. The only thing that's keeping me from playing Dark Blast is the low ST damage.
Torrent could be changed to KD with high KB available through minimal slotting. If it were given two attributes along these lines (if negative KB is possible...):
* Mag 10.67 KB (enhanceable)
* -Mag 10 KB (unenhanceable)
The net effect would be mag 0.67 KB unenhanced while it being over 1 with any KB enhancement at all.
It wouldn't have to be that complicated. It really would only be as complicated as DSorrow said. There's already powers that have a mix of enhanceable and unenhancable values for the same mechanic (fly and sprint come to mind), so there's no reason to think it wouldn't work for knockback. -
Quote:Sorry, I hit quote on your message on accident. I didn't mean to sound like I disagreed with you, as you clearly understand what's what. My apologies.Hold on. Back up.
I said "In my opinion, Ice cream is too sweet." Indeed, that is an opinion. However, further, I said exactly "In my opinion, Ice cream is too sweet, and that is a fact." It is indeed a fact that I know what my opinion is, and that I stated it. The only basis you have for telling me that statement is not a fact is if you are calling me a liar. Call me a liar, and you will have only thought you were in a flame war before.
Also, it was pretty rude to threadjack over something covered in English 101, so my apologies for that as well. -
Quote:tl;drIn my opinion, Ice cream is too sweet, and that is a fact.
http://en.wikipedia.org/wiki/Opinion
No amount of spinning the semantics is going to change the fact that to say you like something is to claim a value to it that is purely subjective. That's exactly what an opinion is.
It's still hilarious to claim otherwise.
Seriously though, watch the video. Even a kids show can explain it.
Or just google it, or take an English class, whatever works.
http://www.suite101.com/content/fact...on-plan-a87775
Just because you can say "It is a fact that I like ice cream" (and that in its entirety is a fact) doesn't change that "I like ice cream" is an opinion. Words like "like" "think" "feel" "appreciate" "prefer" all signal an opinion.
Sure it's ambigious sometimes.
Statement of Opinion: I love how ridiculous it is to claim otherwise.
Statement of Fact: It is ridiculous to claim otherwise. -
Quote:This actually doesn't really hold true anymore. The game was largely developed before the ESRB ratings had been retooled, particularly in regards to violence. The given reason that everything was "defeat" or "arrest" for people (though more violent sounding words like "destroy" or "blow up" can be used for bases or vehicles containing people) was that to use death language would warrant a Mature rating, rather than Teen. That would mean restricting who could buy the game in the USA, and certainly give some parents the idea their kids shouldn't be playing the game.I guess. Though my pacifistic toons still use attacks. Fortunately CoH is scripted so that you don't kill enemies, you defeat them. So taking off all of a target's HP with psi blasts could just be putting things to sleep for a very long time.
However, by the time the game was released the rating had been changed. Now to warrant Mature in regards to violence, it has to be very graphic language, use blood or other graphic imagery. You can see a progression in language from the earliest content added, with a big jump at CoV, and culminating at GR where you explicitly choose (in the form of alignment choices) whether or not to kill someone. There's actually many places where the script, navigator, and now choices use words that cannot simply be written off as "arrest."
Naturally there's still all of the content we started with. You can easily bypass any unsavory actions. Even the tip missions that suggest you will be murdering someone give you the option to go another route, or you can simply dismiss any such tips. Of course even with the addition of the occasional explicit reference to killing, it doesn't saturate all the new content. However, trying to pass a character off as a pacifistic in this game is a biiiiig stretch at best at this point. At least if you plan to level. -
Quote:I'm guessing the system has a check like: if the backpack is available, put it on. It's intentionally preventing the OP's method, because otherwise you could skip out on the backpack even if you were a crab. If this is the case, then how to know what's available or not might have to change. That might effect costumes when one build has the weapon available, and the other does not. Who knows. I'm sure if it were an easy fix, it would have been done by now.It's interesting that loading another zone brings it back. This could mean that something in the code is checking for some sort of flag and is bringing it back. So, naturally, this means 2 things.
1. They could try to find what's causing it and fix it... which could take quite a while.
or
2. They apply a quick fix by introducing an element that constantly checks for the build type and properly removes the pack.
Personally, I'd like to see a secondary inherent ability added to each sub-class of Soldier. Something they can attach code to that allows the game to go "Hey, you're a bane? No backpack for joo, then.". Although I'm not sure how possible that is. It really depends on how their game code is set up.
I just have to ask. Why would you necro a thread just to agree with something that was said? I guess it probably wasn't buried real deep, since it's the SoA board and everything. It still struck me as odd. -
Quote:You said that stating that you like something is not stating an opinion. I find that hilarious more than anything.Lol, I wasn't trying to drag you into an argument, but you are definitely trying to drag yourself into one. I was simply pointing out and defining "fact" from "opinion" to the boards. I don't even think I was rude about the way I pointed out your obvious mistake, but once again, you've come off and responded back with arrogant anger.
When you're done with your dictionary, this should help clear it up for you:
http://pbskids.org/arthur/games/fact...sopinions.html
You might want to go through it a few times to get a variety of questions, before you go "correcting" someone else.
Anyway, I have to say I agree with how difficult it is to place the "worst" Brute build. I would probably put /FA as the squishiest and /EA with the most skippables. That's just for secondaries. After seeing the compartive numbers of KM/ on Brutes vs the other melee ATs, I'm tempted to put that as the worst primary. The -damage probably contributes enough to survivability that the real "worst" would still be somewhere else. Like how Energy Melee lacks significant AoE. -
Quote:Not notifying is an excellent advantage during speed runs or any other time your less squishy friends might start running off. It's certainly not a concern only for the LRSF.I look at it this way. Plant is so strong it doesn't even take its aoe sleep which is identical to mass hypnosis including not doing any damage, except for the mob notify (which is really only an issue on the LRSF).
Quote:Additionally mind is parasitic to doing personal damage because you often need to layer the aoe controls to manage a single spawn (earth is a bit guilty of this by usually putting down the quicksand carpet, though it is not required of the set) that directly equates to less opportunity to use your own attacks.
I would recommend Mind/ over Plant/ if you plan to team. For one, it doesn't take a very expensive Mind Control build to be breaking through PtoD, confusing almost any AV. Plant has no chance of doing that. Carrion Creepers against Romulus are hilarious. Lastly, the lack of notification on both the AoE Sleep and the AoE Confuse (at better range) means you can be locking down several mobs (on full team TFs, I often have 5-6 mobs held down) without attracting much attention to yourself.
I've run many TFs with Mind/ and Plant/ Doms at the same time, and I've yet to see the Plant/ outshine the Mind/ even when they were more heavily IO'd.
Plant/ is certainly more efficient for soloing, and getting seeds early is really nice. For a serious investment though, I'd go with Mind/.
To the OP:
Sets that usually catch peoples attention are Mind/Energy and Plant/Fire, probably more than any other Dom sets.
To keep it cheap though, I would certainly consider Fire/ or Earth/ for your primary. /Earth or /Energy could be used to supplement the mitigation (the first is good for melee, the second for ranged), or you could go /Fire to maximize damage rather than control. -
Quote:The amount depends. It's typically 1, but a few things might be knocked back with less than that. The problem with this "idea" is you're talking a fair amount of slot investment, because of the Purple Patch.But you don't really need 10.39 do you? Anything over 1 (or is it 0.75?) will do knockback. It may be truncated a bit but it'll still work in the same way.
So, for example, you would need at least a 70% enhancement to make a +1 enemy get knocked back, assuming it's has no protection. That's possible with one slot, once you're level 42 and can slot a level 45 IO. Otherwise, you're talking about two SOs, or some mix of IOs with more than one aspect.
For +3s (the least I would expect on a team) you're talking 130% enhancement. Three SOs, 2 level 45 IOs, or dedication to a knockback set.
No matter how you get at it, you would be sacrificing some enhancement aspect, most likely damage, to appease the folks who can't handle knockback. So you might make one group of people a bit happier, but you're going to upset another.
Knockback magnitude also determines the distance they fly. It changes its effectiveness. Knockdown is great if you're in melee, but some ranged characters really like knockback. With Dark Blast, I love it with TT, because it means being able to bunch enemies from range.
Dark Blast is probably the last set I would call for removing KB from, besides Energy Blast. The set already has two higher damaging and lower recharging cones, so Torrent is easily skippable or used primarily for mitigation. Outside of Dark Pit (no damage, low magnitude), Torrent is the only way to avoid taking a full frontal alpha strike and making it KD would severely reduce its usefulness there.
It would be much better to call for -KB in TT, IMO. Perhaps even an appropriate amount that could appease both crowds, like only -9.5 KB. That's if they change it at all.
I agree with the OP, though. I would be content to see the recharge and heal rate cut in half instead. Perhaps that wouldn't be as good for heavily IO'd builds, but as you say it's not really a popular power now anyhow... -
Quote:Your soft cap is coming from Fortitude primarily, right? That has psionic defense, as does Weave, so the need for some extra psi resist isn't going to be as prevalent as it is for someone who used IOs to soft-cap S/L or ranged defense.I was going to go Dark while I created this team (2 Emp/Archers) and now a Fire/Rad without CC, so I think I'll stick to that plan, it's just when a PSI blast does get through it hurts.......
Is a Dark shield gonna be enough to make it through to 50? I really wanna hit that with ONE of my teams for once...
-Rb
Soul Drain does stick out for such a trio among the Epics. How easy would it be for you to become a villain and do a patron arc? The problem with Dark Mastery is you're waiting till 47 for the gemstone. If you do a patron arc and grab Soul Mastery, you can get it at 41. I also would think having a hold attack on your Defenders might come in handy for when you want to lock down some particularly nasty targets. Soul Mastery would give you that, and Dark would not. -
Quote:If you go with TA/Archery, you're double-in luck as a Defender, because RoA does about the same damage too.But if you order today you also get... no difference in your biggest damage power. Oil Slick Arrow has the same damage on both.
Quote:So you get all that extra goodness on defenders while losing only 7.5% damage on large teams and actually outdamaging them on small teams. Scourge makes it tough tell exactly by how much, but I've never thought Scourge helped all that much except against bosses and up.
Assume you hit everything AA and DA before attacking. For most attacks damage will look like this: (Mod*(1+Enhancements+Damage Bonuses)*Scourge)*(1+Resist Debuffs)
Corr = 0.75*(0.95)*1.3*1.3 = 2.47
Def (solo) = 0.65*(0.95+0.3)*1.4 = 2.05
Def (full team) = 0.65*(0.95)*1.4 = 1.77
It's really more like 50% more damage, rather than 7.5%.
The Defender is still increasing her team's damage by a larger amount, but for most attacks their own damage will lag behind. Psuedo pets disrupt this, as RoA, Blizzard, and OSA all do the same or close to the same on Defenders as they do on Corruptors. So if a huge portion of your damage comes from OSA/RoA, then the Defender will be much closer. IF they inherit both Vigilance and Scourge, they will still be better on the Corruptor.
So can OSA Scourge? If it can, then the only thing I would say the Defender really has going for it is (as you mentioned) it's easier to get the defense of your choice soft-capped, and the extra debuffs make you and everyone else more survivable.
OP: I would really base your choice, Defender vs Corruptor, on the attack set. If you went Archery, so much of your damage is from RoA and OSA, that the damage gap is shortened, but you retain all the advantages if you go Defender. If you went DP, or some other set with no psuedopets, go for Corruptor. Naturally if you have any interest in something like Rain of Fire + OSA, you have to go Corruptor -
Quote:If you are built for some recovery, you could easily skip Stone Skin for Tough. Just the Steadfast IO in Tough + Granite will cap your S/L resists. You save that power pick you mentioned that way.Now, consider the following: Tough does you absolutely no good while in Granite as you're hard capped at 90% to S/L resistance easily. So you'd need to take two choices: Boxing/Kick and Tough to get to Weave, which unless you plan on running outside of Granite seems a waste of power choices.
Maneuvers isn't a bad idea though! That'd be easier on the blue bar for sure. -
I think KM & Power Siphon are a little harder to boil down, unfortunately. That's because of what I mentioned in my last post: I'm not sure how Concentrated Strike compares. How often Power Siphon is actually up will vary based on that.
Let's assume it's the same, though.
If you do the same formulaic overview that I did before, with one application of Power Siphon, before Criticals, and counting Fury as +120% the damage is suspiciously similiar.
Brutes: 0.75*(0.95+1.2+.25)=2.55
Scrappers: 1.125*(0.95+.33)=2.56 (vs Mns 2.69, vs Lt+ 2.82)
However, with 5 applications the gap is even worse than it was with /Shield.
Brutes: 0.75*(0.95+1.2+1.25)=3.30
Scrappers: 1.125*(0.95+1.56)=4.05 (vs Mns 4.25, vs Lt+ 4.45)
It only gets worse. This is compounded by what I observed in my last post, that the gap in base damage is larger in KM/ than the standard deviation. I'm not sure if Scrappers are doing more or Brutes doing less, because all I did was compare the base damages. Either way, the gaps noted above are an underestimation. Brutes would in fact trail even more.
It's also compounded (though probably not as much) by the difference in +ToHit than Power Siphon offers.
Remember, also, that I'm calling Fury +120%, which is above the average a Brute will maintain. It's what a Brute will hold while scrapperlocking, continually attacking, taking alphas, that sort of thing. It can be maintained for long periods of time, however, and I find it to be an appropriate benchmark.
For KM/Shield, a Scrapper's damage would decimate a Brute's.
I digress, I think the only thing that could salvage this situation is if Concentrated Strike was much better for Brutes. If Power Siphon were up more often that could close the gap.
Edit:
I also think it's worth noting that these comparisons shouldn't be taken as gospel. A true run down of an attack chain, with a certain amount of recharge etc, would shed more light into the discrepancy of damage. They should be taken as an indicator of the probable difference in damage, and I believe they are particularly useful when comparing the exact same set across two ATs. -
Quote:As long as this is a point of contention, I was wondering how does Concentrated Strike work for Brutes? I see in the details/data view that it can recharge Power Siphon but I don't see a percentile associated with it.KM does not work as well for a Brute, no matter how much you think it does.
How well KM works with Brutes compared to Scrappers rides on this quite a bit. Part of the awesome sauce with Stalkers is their critical can top out at 31%. That's a pretty boss chance to recharge Build Up instantly. Let alone being able to Placate->CS to get Build Up back allows for some added flexibility and use for Placate.
With Brutes, how much higher or lower it is than Scrappers (or if it just can't at all) would say a lot about comparing the set with these two ATs.
If it's the same, lower, or not at all then I'm inclined to agree that KM just flat out isn't as good on Brutes as it is on Scrappers. Comparing the damage on each of the attacks, with the exception of CS, the base damage has an even bigger gap than normal.
The damage mods .75 and 1.125 suggest that the Scrapper does 50% more than the Brute (base), or that the Brute does 66% of the Scrapper at base. However a cursory glance at the attacks in KM shows that the Scrapper does 65% more, or to put it the other way the Brute only does 60%. That's not good at all.
The only way to save Brutes in that, from what I can tell, would be to give Concentrated Strike a really high chance to recharge Power Siphon. -
Quote:Wait... Elm?That's incorrect.
As soon as large, "always on" or outside damage buffs come into the picture - Scrappers pull ahead by a large margin due to how damage buffing and the melee damage scalars work together.
Adding damage to a Brute, with Fury, means the damage bonus gets "diluted" in a way.
This is why KM, DB, Elm & SD are all sets that work better for scrappers than brutes.
For reference, Scrapper shield charge does nearly DOUBLE the damage that the Brute version does.
While this is true, it's not really a correction. For example, if you say a Brute is getting +120% damage from Fury (not at all uncommon once they have scrapper locked for a bit), and the Brute and Scrapper both have Blinding Feint up... the difference in damage before Criticals is not much. Which, coincidently, is exactly what Nalrok_AthZim said.
Call it Mod*(Enhancements+Fury+OtherBuffs)*Critical
Brute: 0.75*(0.95+1.2+0.3) = 2.59
Scrapper: 1.125*(0.95+0.375) = 2.61
w/Crits vs Mns: 2.61*1.05=2.75
w/Crits vs Lt+: 2.61*1.10=2.88
If you double the application (two Blinding Feint effects) the difference becomes 2.81 vs 3.03, before Criticals. Again, not a heck of a lot.
A more extreme case, where the damage gap is larger, would be as you mentioned Shield Defense. However, saturated, the damage difference is 2.85 vs 3.15. I would say .3 is worth shaking a stick at, since that's almost half a Defender's contribution (if they just attacked, I mean), and after criticals it's almost an entire Defender contribution.
So, yeah, exactly what Nalrok_AthZim said in the first place. A worth while footnote to his post, but I wouldn't have said "that's incorrect." -
Follow Up, for sure.
In TT:Leadership it will check every 10 seconds. In Follow Up it will check every time you hit someone with Follow Up. I imagine it's a regular in your chain, since you're probably trying to stack Follow Up's damage bonus with itself.
The only reason I'd consider TT:Leadership is if you're going for a primarily ranged build or something like that, where you're not going to be using Follow Up as much as possible. That's more likely going to be a Fort's concern though, I would imagine. Since I'm guessing you're going for a melee focus, having taken Follow Up and being a Night Widow and everything, go with Follow Up.
Edit: Oh, or I guess if you were going for the whole Gaussian set, because Tactics would benefit from it and you probably want some damage in Follow Up. -
Looks very cool.
For Dominate, consider using the Unbreakable Constraint damage proc. It would add more average damage than that damage IO does.
The chance for damage proc in Confuse will make them notice you. Not worth the extra defense, IMO.
I believe you only have 4 6.25% recharges currently. You might want to make Terrify into all Positron's. I'm kind of surprised that it takes -ToHit sets, as I don't think it has a -ToHit component. Posi's would give it some extra damage, and better set bonuses for you.
May as well put another LotG: Recharge in Grant Invisibility. With that in mind, Hasten is perma even w/only 3 slots. I'd move those slots to Health/Stamina.
Anyway, that's all my initial impressions. Hopefully it helps. Aside from a major change in focus (like to softcap ranged defense or S/L), I don't think there's a ton of room for improvement.