Hopeling

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  1. Hopeling

    Tanks vs Brutes

    No, 25% more health means you can take 25% more damage, no matter how much defense you have. If both characters build for the regular softcap, the Tanker's higher defensive numbers don't confer so much advantage (you have more wiggle room in the build, since you need far fewer set bonuses, but both characters will be softcapped). However, a SD/ tanker can plausibly choose to build to or near the Incarnate softcap instead, while a /SD brute has a much harder time doing that. A SD/ tanker also gets better DDR, and better resists (potentially MUCH better once you count their ATO proc).

    The question isn't whether the Tanker really is significantly tougher. Tankers are indeed significantly tougher. No contest. It's just a question of whether you value the ability to stay alive in the (not very common) situations where a Brute isn't tough enough above or below the ability to deal more damage in every situation.
  2. Quote:
    Originally Posted by Rakeeb View Post
    One can only wonder at the lost potential there.
    Unless one is Rakeeb, apparently. Then, rather than only wonder, one can conclude that many potential subscribers have been driven away, more than would leave due to sweeping changes.

    One can only wonder how Rakeeb has reached this conclusion in the absence of data and precognition.

    Also, I rather like the game as it is, as I suspect do most of the people here. If we didn't, we wouldn't be here, after all. I'm not saying nothing can ever be changed, nor that everything about the game is perfect, but "Rakeeb thinks it's broken" isn't a particularly compelling reason to radically alter the whole metagame and pull the rug out from under the rest of us.
  3. Hopeling

    Tanks vs Brutes

    Well, I mean, TW really does do a ton of damage compared to other sets, but that's not a Tanker-specific feature
  4. If it finally contains the actual Praetorian PPD gloves (rather than the cheap imitation version we got with Going Rogue), I'd be all over that.
  5. Quote:
    Originally Posted by Derangedpolygot View Post
    Nevermind that; When are Super Packs 2: Electric Boogaloo coming out?
    The sale on Heroes & Villains this week (the first such sale so far, iirc, other than the time a little while ago when they discounted only the 1-pack, so that they simply cost as much individually as they did in a 24-pack...) makes me suspect we'll see Rogues & Vigilantes next week, but it's pretty far from an official confirmation.
  6. Hopeling

    Tanks vs Brutes

    SS should have LESS of a gap between its performance for Tankers and Brutes, because Rage somewhat dilutes the effect of Fury (and this does match my own experience with the set).
    Tanker Foot Stomp (95% damage enhancement + Rage): 63.17*(1+.95+.8)=173.7
    Brute Foot Stomp (95% damage enhancement + Rage + 80 Fury): 59.22*(1+.95+.8+1.6)=257.6
    Brute Foot Stomp does 48% more.
    By comparison, Brute Whirling Smash does 71% more than Tanker Whirling Smash:
    Tanker Whirling Smash (95% damage enhancement): 60.89*(1+.95)=118.7
    Brute Whirling Smash (95% damage enhancement + 80 Fury): 57.08*(1+.95+1.6)=202.6

    ...which isn't to say that TW is bad on tanks, nor that SS is bad on brutes, or any such thing. And of course that exact ratio will not hold for different amounts of Fury, or if you use double Rage instead of single, or if you include Bruising, or et cetera. But the damage gap between Brute SS and Tanker SS is smaller than pretty much any other set they share, until the Tanker's lower damage cap comes into play (which, granted, it does for SS much more easily than other sets).
  7. I dislike the idea of adding a yet longer grind to be "done" with a power, and I dislike the idea of the diminished variety that a single t5 combining both t4 effects would have, and I dislike the idea of widening the gap between "good enough" t3 powers and "the best" powers.

    In short, I think it would be annoying as a player, and would also dilute or diminish some of the best features of the current system. In return... bigger numbers, I guess? Pros aren't really outweighing the cons for me over here.
  8. With one tanker at level 40 and the other at level 46, it's possible that jose2390 is simply fighting several of the more difficult high-level groups for the first time (or maybe just the first time tanking them for a large team). Carnies, Malta, Vanguard, Rularuu, Arachnos, IDF, etc can be quite a surprise when you're used to Council and Warrios.
  9. Nothing about tankers nor your powersets have been nerfed in recent memory, no.

    Carnies are just a really nasty enemy group. They've got a wide array of debuffs and effects that can seriously threaten almost any character: Psi damage, huge -def -tohit -recovery, endurance drain, stacking holds from all the decoys (enough to overwhelm melee mez protection sometimes), the list goes on. It can be quite a surprise if you're not accustomed to having aggro from huge spawns of them, but it's totally normal for tankers (or anyone, really) to find them difficult.

    (Only in CoH are the circus clowns more deadly than the alien invaders and the militant neo-Nazi supermen )
  10. Hopeling

    Tanks vs Brutes

    Quote:
    Originally Posted by Evil_Legacy View Post
    Now From what I've experienced. KEYWORDS:What I've experienced! is that while tanks tend to be more of a lumbering pace in dispatching mobs but still get job done, brutes tend to be more berserker get in there kill anything in sight quickly type.
    Pretty much.
    Quote:
    In what situations would a tanker shine where a brute dont. And what areas would a brute shine that a tanker wont or rather out shine each other persay.
    A Brute, with proper team support, can do pretty much anything a Tanker can do. Tankers really shine when the solid waste hits the oscillating unit and the team is too busy trying to save their own skins to also provide support to a Brute. One of my favorite Tanker moments was a wipe on the last phase of BAF (this was quite some time ago, when BAF failures weren't unheard of), with people coming back from the hospital in a continual trickle and being scythed down as quickly as they could arrive by 9CUs that had ramped way up (not sure how many players are still aware of this, but they get an increasing tohit and damage buff the longer they stay alive). With a few purple inspirations, my Elec Armor energy resists, and a flurry of taunts and punches, I was able to gather most of the horrifically deadly 9CU aggro onto myself and get them bunched up long enough for the league to regroup and wipe them out, and we scraped out a win with less than a minute on the clock.

    Such moments are less and less common these days, it seems. Chalk it up to power creep, more people knowing the trials, et cetera. If you really want to tank more than anything else, a Tanker is the way to go. Otherwise, Brutes are your AT.
  11. An Invuln character would to have more than ~240% recovery in the first place for 25% recovery debuff resistance to ever be better than Quick Recovery (and then only when facing at least ~240% of recovery debuffs, but not so much debuff that it floors your recovery through the resistance). I haven't found 25% resistance to make much of a difference against direct endurance drains, either, and Willpower has a pretty significant head start on endurance in the first place.

    But yeah, both sets are clearly good in their own ways; I'd never encountered anyone claiming Invulnerability was at all better than Willpower, certainly not by a wide margin, until the Bio Armor thread (and saw precious little evidence to support it in there). I certainly haven't observed either being significantly more or less durable overall after playing two Invs and three WPs to 50.
  12. Quote:
    Originally Posted by Bloodspeaker View Post
    Has anyone compiled all the results from all the posters here? Many small samples can be compiled into a larger sample, as long as everyone's numbers are accurate.
    Not since post #19, but the data since then hasn't looked like it will dramatically alter the result.
  13. Hopeling

    Banter channel?

    Quote:
    Originally Posted by VoodooGirl View Post
    I manually go and fix all that garbage every time I make a new toon
    I did that too until I discovered the /chatsave command a few months ago. That plus /wdwsave and /bindsave cuts several minutes of annoyance out of starting a new character.
  14. Alpha powers do count. http://boards.cityofheroes.com/showp...&postcount=302

    Even with a Spiritual Core Paragon, you'll pretty much never get above 130% slotted recharge, for a proc chance of 1.25*(1.07+90/2.3)/60 = ~84%. So, even in the worst possible case, the proc chance won't dip much below 90%. And even 84% is a hilariously huge improvement over the current 5%.

    Of course, the PPM version of the Gaussian proc seems to be stuck in beta limbo, and could very plausibly have a different PPM by the time i24 reaches the live servers.
  15. My Water/Energy has similar recovery and slightly less drain from toggles, and can easily run dry in longer fights if I don't use Conserve Power intelligently. Since /Ice doesn't have any endurance tools, I'd recommend Cardiac or Vigor, but your experience in-game will be a better indicator than napkin math.
  16. Yes, absorb happens after resists and defense.

    Each power gives a certain amount of absorb, as a percentage of your health. I'm not sure if it's base health or total health. So Ablative Carapace is 30% absorb, which is more like 60% once you count slotting.

    It's definitely a useful mechanic, but it doesn't seem particularly overpowered or anything. It's effectively just a heal that has to be used before taking damage instead of after.

    Based on what we're seeing on beta, you needn't be too worried about Bio's durability.
  17. Between the two, definitely Radial. For Brute TW numbers specifically, Doublehit wins even if we pretend Core doesn't have to build stacks.

    Personally, I'm also fond of Melee Core Hybrid, especially since you also have Cardiac to make its resist bonus stronger. It can nearly cap your S/L resist for two minutes at a time, not to mention the regeneration bonus and status protection against confuse/fear.
  18. Hopeling

    Banter channel?

    To adapt a Yogi Berra quote: So many people would talk in that channel that nobody would use it!

    No, but seriously, this would be nice. I like to have the occasional random conversation, and it would be nice to do it without clogging up Help or LFG.
  19. Quote:
    Originally Posted by Soul Trapped Burrito View Post
    And... how is that not bringing him back to be active again? Yes he would be dead in the future, but I thought the whole "killing off States" was to remove him.
    He's not retroactively erased from history, though (other than some already-ambiguous ordering of in-game events). A multitude of plaques and NPCs throughout the game still refer to him in various ways. Having him show up in a historical mission would be totally appropriate.

    Or, if we're going back to preserve the timestream or whatever rather than just for funsies, it could be that whatever the anomaly is has prevented Statesman from carrying out his historical role and your character has to take his place.
  20. Procs always work, regardless of how low you exemplar down. You might be thinking of global bonuses.

    And yes, given the extreme gutting enhancements get when you exemplar down that far, slotting a bunch of procs (and purple/ATO sets, since they keep their set bonuses) would be optimal. That's exactly what the CEBR builds did, IIRC.
  21. The question, really, is why they named it "Vorpal" when it's a kick attack. Edit: I guess technically it just means "deadly", but in every context I've ever seen it used it was related to sharpness and/or beheading. As a made-up word, its meaning is admittedly fuzzy.

    Some kind of orbital beam, or the missile swarm, or something, would be pretty awesome.
  22. The numbers I plugged into the spreadsheet are just examples, but yeah, they're Scrapper numbers. If you want Brute numbers, or any powerset other than the two I put in, you can download a copy and put in whatever you want.

    Broadly speaking, yes, Scrappers are more likely to prefer Core and Brutes are more likely to prefer Radial. But it depends heavily on the specific powers in question, and also how much you value doing full damage up front vs having to build stacks.
  23. Quote:
    Originally Posted by Surging_Starfall View Post
    I often wish I'd gone with Assault when I solo and having more damage is self explanatory. When I get it, I'll probably go for 75% more damage instead of chance for double damage.
    Not to derail the thread, but it's worth noting that Doublehit (despite the name) isn't double damage. It's a damage proc that scales with the power's recharge. The spreadsheet linked in my signature can give exact numbers.
  24. I've got no objection at all to new base features, if it's technically feasible. I am annoyed by suggestions that start with "take away this other unrelated feature because I personally don't like it and don't like that other people like it", though.
  25. I don't think there's a way to attach a text file directly here, but you could host it elsewhere (google docs maybe?) and link to it.