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50% fury is +100% damage. You compared this to a 100% crit chance, since both would give double damage. But in any real build, +100% damage from Fury isn't double damage. It's more like half-again damage, because you're already at ~195% from enhancements, or possibly more for many common builds/situations. Plus, since Brute base damage is lower than Scrapper base damage, the bonus from Fury only helps them catch up, it does NOT catapult them ahead.
Maybe some numbers will help illustrate. I'll use Rib Cracker as an example, since the thread started out talking about Street Justice.
On a Brute, it does 55.05 damage. With 3 damage SOs, that's 107.3 damage. With 3 damage SOs and 50 fury, that's 162.4 damage.
On a Scrapper, it hits for 82.58. With 3 damage SOs, that's 161 damage. Averaging in the crit damage gives us 177.1.
Did you notice that 50 fury doesn't make the brute hit dramatically harder than the scrapper? In fact, at 50 fury the brute is still behind. This is true for many comparisons between scrappers and brutes - the first ~60 fury isn't an advantage, it only lets them catch up to the damage Scrappers do with no windup time. Since fury doesn't go all that far above 60, they don't end up with much of an advantage even in extreme situations - and with damage buffs or red insps, the scrapper pulls clearly back into the lead.
What is with you posting incredibly un-constructive stuff like this in so many melee threads? Brutes and scrappers have many similarities, but do not play exactly the same. Berating/insulting someone for asking what the differences are is silly. -
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You find a warwalker which has been built to quickly repair itself (with nanobots or something? Who knows). The lichen scattered through the tunnels impairs its self-repair mechanisms, so you use that. Then, in a twist nobody failed to see coming, the Devouring Earth lichen takes over the warwalker and makes it regenerate, so you have to fight it again.
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This is only true if you have no damage buffs, damage set bonuses, or damage enhancements. Personally, I often have one or more of those things. In any realistic analysis (past very low levels where the scrapper can't slot their attacks very well), scrapper and brute damage is very close, usually with a slight edge to the scrapper.
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Quote:That's odd. On Freedom, I got a red 30-minute warning as usual. I don't know if there was a 10-minute warning, because I'd already logged off by then.What is most surprising about today's Publish/Maintenance/Whateveritwas is that there were no announcements either here or ingame. I got kicked without so much as a "by your leave" and I can assure you that there were no red messages anytime prior to the kick. Which is something totally new as far as I'm concerned - even for unscheduled stuff they at least give you an ingame warning at the 30, 15 and 5 minutes marks, IIRC.
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Quote:How odd, it was on beta for not even a week, and we never got an official feedback or bug thread for it.The Fire and Ice costume set is in the Tier 9 VIP rewards now. I don't have enough tokens to see if they are unlockable, but presumably so, since they are there.
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Yes, proper announcements would be preferable.
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Quote:Yes, I got that, hence my "put an asterisk in the record books" comment.I see I may not have worded my suggestion correctly. I'm not asking to retro anyone who got an Mo badge with the use of iPowers. I just want it changed so you can't earn them in the future without them.
Personally, I see no reason that badges which were mildly prestigious years ago can't be somewhat easier to obtain now. -
Quote:Maintenance has occured quite often on Tuesdays as well, for the last few months, according to this poster who is frequently playing at such hours.Maintenance should only be once a week on Thursdays, as per this page.
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Yes, but why do you want to share progress with offline toons? The "intended" purpose of the feature wasn't so you could powerlevel a character while they were logged off, it was to make it easier for people who wanted to play together to do so. It removed the problem of "if I play without my friend, we'll be mismatched and won't be able to play together later". The upgraded sidekick system makes that a non-issue in most circumstances, so I agree with Robotech that it wouldn't be surprising to see the feature never return.
Not to say that I don't want it to return, quite the opposite. But I could believe that they might decide not to do it, especially with its potential for powerleveling. -
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I have no problem with a magic themed set. Blasts of eldritch power, runes in the air, that kind of thing. But asking for a Sorcery power set, without any additional info or ideas, is like asking for "Tech blast" or "Mutant manipulation" - what does it even mean? It's way too broad.
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My first main was a BS/Inv scrapper, who remained my favorite character for a long time. Eventually I got bored with him, but recently he's been reincarnated as TW/WP, sets which weren't available when he was created, so I guess he's still my main, in a sense.
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Quote:Only if your enemies deal exactly 80 damage per second, every second, all the time. Realistically, especially when you're partly relying on random mitigation like defense, your health bar will take a random walk, even if your regen exactly matches the average incoming DPS. There's no reason your health can't then random walk to zero, at which point you die.Let's suppose they are subjected to equal damage streams of 80 hitpoints per second after all mitigation. (See where this is going?)
The brute can sustain this forever. The scrapper will die.
Plus, this whole "the brute lives forever and the scrapper dies" comparison is only relevant in the range between ~71-80 incoming DPS. How many situations in the game fall outside that range? Most of them, in my experience. How many fall inside that range, but end before the scrapper runs out of health? Nearly all of the ones that are left.
No, over time it's still 12%, which is not huge.
I do agree that the brute's greater ability to benefit from orange insps/res buffs is sometimes a significant advantage, though. But then, so is the scrapper's greater ability to benefit from red insps/damage buffs. -
As I said in your other thread, there's a suggestion forum for this stuff. The developers don't usually read the archetype forums, so odds are low that anyone who could even conceivably have a chance to consider implementing your request will read it here.
Second, what would Sorcery Blast/Manipulation do? We already have the ability to blast/manipulate various elements, including energy and darkness. We also have alternate animations for these powers which make them look more spellcast-y. "Sorcery" is a vague concept that has been interpreted as many different ways as there are writers to interpret it. What did you have in mind? -
This particular bug (?) has been around a long time AFAIK. It's annoying.
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For one thing, you will find better responses in the suggestion forum, down in the For Fun! section.
For another, punctuation helps. -
Well, I changed my global name once way back when, and again when GR hit. Just a few months ago, I looked at menu -> chat handle, and much to my surprise, I had the option to change it again, which I did because I ended up not liking the name I chose with GR after all. So, somehow or somewhere I did get an extra chance to change my name.
My memory may be playing tricks on me here, though - maybe I never used my original name change, it's been far too long for me to remember for certain, so when GR came out I used the first one, and had the GR change left over? -
For the sets in question, StJ/WP, I don't think either gets dramatically better performance on a brute or scrapper. I would instead choose based on whether you like chasing fury and/or whether you want to be able to tank. The brute will hold aggro much better due to the taunt in their attacks (and the actual Taunt power in their primary, if you take it), while a scrapper would only have the weak taunt aura to rely on.
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