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Quote:Interesting, I'm very tempted to make another SR toon, probably an ElM/SR Stalker.As a minor aside... I logged onto beta with the live build on my EM/Elec Brute and had +21% S/L resistance, +18% F/C resistance, and +9% E/N resistance in set bonuses while mostly building for recharge with some procs thrown in once the attack chain was saturated.
In other, completely unrelated news, Bio Armor and its Offensive adaptation (which carries -7.5% resistance to all) just got a lot more interesting to me. -
Quote:Based on your inability to understand what's actually being discussed, I see no point in answering this post beyond these few lines.The caps are fine...get off of it...nobody runs around hard capped out. That is your own private delusion. A few others share your lunacy...but your argument holds no water.
Why should tanks do more damage?
Stop dodging the question.
Brutes have the smallest base damage modifier, they HAVE to have larger ranges because you're modifying a much smaller number.
With a Warshade being able to cap all resists at 85% and not being designed specifically to manage aggro? No thanks, 90% is fine...Brutes can't hit scrapper damage realistically...you CAN'T get full fury sustained...so how can you really ever cap damage??
Why should brutes do less damage? They don't hit scrapper numbers because of the nature of fury...it's like a carrot out in front of you that will never be eaten. Damage caps are there to allow outside buffs to get you closer to scrapper damage...but you won't get there without full fury.
Then you should know first hand that a well built dom or scrappers or stalkers ROUTINELY do more damage? Should we nerf them?
Parity for who? No AT is broken as they sit...you have failed to produce any proof otherwise and that burden lies squarely on your shoulders...not mine. Also, the devs have said that brutes are off the table, and will no be adjusted even if they look at tanks...so stop trying to find a solution that is not acceptable.
Not normally, I am extremely helpful, but I am so tired of people asking for a nerf to brutes based on strawman arguments that my patience has long ago worn thin.
It is balanced...so why on earth does it need adjusting?
If 2nd/3rd place is premier, then you are spot on...but I refuse to allow them to fall to last.
They don't deal scrapper level damage, except in a vacuum with full fury and that doesn't happen in reality.
Tanks are not broken, brutes are not broken, find something with proof.
Brutes are out of whack according to who? All but about 5 or 6 people on the forums either don't care, or think they're fine...so who has the burden proof? You...have you provided anything to prove they are out of whack? No. So because 5 or 6 people out of 5-6K think something is off that makes it true?? We are likely 2% of all players on the game too...
Your perception is skewed.
All you do is repeat the same questions and answers over and over, irrespective of what the subject or proposal is.
It's not possible to have an intelligent discussion with you, anymore than it is with a parrot that has moderate mimicking skills! -
Quote:What is this "Groundhog Day", read the previous posts; but a quick summary.You're dodging the question...why should tanks do any more damage...they perform their role as they were designed by the game designers to do. The fact that you don't like the role they were intended to play speaks more to the fact that you are not a tank player, than it says anything about tanks being broken or needing a buff...or something else needing a buff/nerf for that matter.
Brute Caps are too wide compared to other AT's and in regard to buffs.
Either caps are there to keep ATs within certain parameters or they are not!
You include inspirations and buffs or you don't!
If you include them then Brutes have an advantage and the caps need to be looked at!!
If you don't include them then bring other AT's in line and again look at the caps!!
Either way they need to be adjusted!!
Quote:Brutes can theoretically run around capped to all resists, and theoretical physics can prove an elephant can hang off a cliff from a blade of grass...but that doesn't make it any more likely to happen. Nobody would bother trying, brutes are tough "enough", tanks are even tougher, you could argue superfluously so...but it doesn't change the role tanks were built specifically to serve and they serve it well. If you reduce brute resists caps, then an out of the box warshade with eclipse is now permanently tougher than any brute...period...at 85% resist cap, a warshade caps ALL RESISTS.
Quote:Brutes can theoretically do slightly more damage then scrappers...I've personally never had a brute that hit 100% Fury sustained and hit the damage cap...ever.
Quote:Brutes have taunt auras because they have to chase Fury. They're designed differently...it is what it is. Scrappers need not be any tougher, they do just fine.
Quote:If you think brutes are so insane, then quit complaining and play them, if you don't like the playstyle...then stop complaining and leave it be. The devs have stated they are WAI, they are sitting where they are because the balance is in order. Trying to put a square peg in a round hole doesn't make you intelligent, or thinking outside of the box, or a balance wizard. Instead it makes you ignorant of the truths that this game was designed around by the people who designed it.
Talking about toons running around hard capped out is a fools errand, and that argument will get you no more traction than any other fool who's tried to chase it over the last few years. Brutes are off the table, they are not up for a look, and this conversation is moot...beating a dead horse is getting old.
Secondly I'm not trying to force any pegs anywhere, I'm after parity regarding caps.
I hadn't intended anymore posts on the subject as I felt the point had been made. Your posts required a reply though. You have got to be one of the rudest and condescending persons on this forum.
Playing all alts I wanted nothing more than to raise the cap discrepancy as a balance point!
You are nothing more than a Brute Fanboy trying to maintain the Brute's status as the Premier melee AT - capable of outputting far too much damage for the survivability that it has!!
Quote:Those are:
(1) Tanks are most survivable and do the least damage
(2) Brutes are slightly less survivable and do more damage
(3) Scrappers do the most damage and survive well (with criticals and ATO procs it isn't a contest anymore)
(4) Stalkers are least survivable and have the most burst damage
Quote:You are a fool if you really believe that...look at scrappers with ATO critical procs and it stops being a contest, plus the ATO2 proc that's coming for them will make a GAP...that's right GAP between them and brutes, and a significant one at that.
Look at pylon times, the best barometer we have to compare...Stalkers and scrappers ROUTINELY have lower times than brutes...so do Night Widows and quite a few Doms...
If Brutes have near Tank level survivability then they shouldn't be appearing just above Tanks in a pylon run.
That's called balance!!
Quote:Should we nerf all those ATs so brutes can be equal?? Of course not, the game wasn't designed for all ATs to be created equal. It was designed for all ATs to fill a role, and currently, all of them do that...you may not like the role some of them fill, but it makes it no less true.
All melee AT's have defence and attack primaries and secondaries and as such can be compared and balanced.
Brutes are currently out of whack with the other AT's in regards to caps and these need to be adjusted for reason of balance. -
Quote:Fair enough, but I did respond to it by asserting that "I did indeed think that it was a balancing point".That wasn't really a question. That was a statement essentially asserting that such a consideration was not meaningful.
A simple confirmation of my stance on the discussion. -
Quote:Previous discussions on the forums around similar topics, if he won't then my apologies to him. But that is the general shout.Would he scream "over powered". . .what's your basis for that claim?
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Agreed but it's the caps that are the main issue with melee AT's IMO in regards to performance. -
Quote:I'm not disputing that Brutes should have a higher resistance cap in order to survive the additional incoming damage, it's how high the damage cap is, especially when it's claimed that it's OK to have it this high because it's never/rarely used.You didn't answer the question, you evaded it. I asked what SCRAPPER wanted the attention a taunt aura draws. Precious few in my experience because they are not designed to withstand it. Rerolling as a Brute means getting the taunt aura but also the tools to survive it presumably. However there are tradeoffs for this.
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Quote:If there is an ambush in a mission then more likely than not my Stalker is Hidden and there you go. In any event my Stalker is immediately able to be laying out full damage without working Fury up. And yes, my reiestance cap is lower. That somewhat argues that go Defensive is a good idea since everyone caps in the same place. That aside (as my Stalker is Electrical), yes, I have lowers resistance caps because I have other benefits to my AT in terms of dealing out damage, not the least of which is a semi-ludicrous crit chance.
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I disagree - advantages are advantages and options are options, the Brute has more than other melee AT's for not apparent reason other than "that's how it is at the moment". -
Quote:Well, there's your problem. 'When required' is not always 'when available'. As I've been trying to say, support and inspirations are not always there when you need them.Quote:Well, there's your problem. 'When required' is not always 'when available'. As I've been trying to say, support and inspirations are not always there when you need them.
Either caps are there to keep ATs within certain parameters or they are not!
You include inspirations and buffs or you don't!
If you include them then Brutes have an advantage and the caps need to be looked at!!
If you don't include them then bring other AT's in line and again look at the caps!!
Either way they need to be adjusted!! -
Quote:Lets not say DM as it's ST focused.You were the one to off the comparison and ask why it was fair. All I did was look at the packages in detail.
I have an ElM Stalker. ElM/Nin in fact. I would take my Spines/ElA Stalker over it. . .she's sturdier, recovers endurances as needed, is immune to energy attacks and endurance drains, and gets a boost which allows here to not too far from perma-Hasten on just SOs (depends on what you consider far I admit). She churns out AE damage consistently like nobody's business.
Not saying I agree, but go on. . . .
At best you might be arguing that SS or perhaps just SS/FA performs incredibly well. Were you really trying to make a comparison between the two ATs you would choose sets they have in common. . .say DM/ElA.
Lets say Claws/ElA if you want to go that route...
But again even if a Claws/ElA Stalker were to outdamage a Claws/ELA over the course of a mission, which is very debatable and I've no doubt would be negligable in regards to time: what does the Stalker give up for that:
A mass of HP and 15% damage resistance if required. -
Well Werner is rerolling his Kat/DA to a Brute for the taunt aura, judging by one of his posts.
Quote:My Stalker can pretty handily dispose of a spawn of yellow to orange cons by popping Build Up from a Hidden state, using Throw Spines, moving quickly to the center of the group and using Spine Burst, then taking a step back and using Ripper (with the benefit that now Assassin Strike is likely to crit and drop any target I choose).
My Brute spends considerable more attacks to get to the same end. To be fair, he can also deal with a larger or higher con group. However at that point you're seeking groups for your playstyle and not dealing with content as the game throws it at you.
Your missing my point, I'm talking about the level of the Brute caps across the board.
If you're in a mission with your Stalker and the c*** hits the fan (an ambush or nearby spawn gets aggroed). You're up against it and start popping inspirations, even if you had five or six oranges you would hit the 75% resist cap. A Brute on the other hand would be able to mitigate an extra 15% damage - possibly the difference between survival and a trip to the hospital.
Even if it's just the odd spike damage or "oh crap" time it has options that Scrappers and Stalkers don't.
How often that happens is not the point, the option is there. -
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Quote:Your comparing Apples to Oranges - what a Stalker is the master of to what the Brute is weakest at.Because my Brute can not walk into a group and guarantee his first hit will be a critical hit with a fairly good chance that if that first hit is an area attack it will hit critically. Moreover that first hit, even were it critical, would be of considerably smaller value than what my Stalker routinely puts outs. And on top of that, so long as I am willing to go three hits between usage, my Stalker's Assassin's Strike will most likely crit (and with recharge times being what they are, I am likely to be using two or three strikes between uses of the Assassin's Strike).
I have what I consider to be a pretty darned good built on my signature Brute (the one I give most attention to) and he does deal a nice load of damage. He rarely one-shots things whereas my Stalker routinely does. . .several times in any given fight. . .yellow and orange con, sometimes higher.
If you like comparisons:
An SS/Fire Brute verses an ELM/ElA Stalker over a standard mission. ElM is probably the most AoE Stalker there is and would still finish the mission way after the Brute.
This is a more realistic comparison of in game play.
I haven't got an SS/Fire Brute but I've seen them in action and I've not got an At to match it for damage including an ElM Stalker. -
Quote:No one is saying that Tanks should outdamage Brutes, they shouldn't. What they should do though is have the same opportunity as Brutes. When needed a Brute can use inspirations to mitigate 90% of damage, a Tank can't use inspirations to pass beyond it's current cap which is proportionately lower than it should be relative to a Brute.So, here's a question nobody can answer to my satisfaction...
Why should tanks do more damage? They are WAI, how are they broken?
Why should scrappers have more survivability? They are WAI and do more sustained damage than anyone...
Also a Scrapper or Stalker can't mitigate beyond 75% damage if needed, a Brute can yet the damage differential is minimal. -
Quote:Personally, if it's in the game its a balance point.Only if you consider farms to be a balancing point for some reason. There are vanishingly few real missions where a /FA or /Elec Brute won't face attacks against their non-capped resists. The only other sets that can reach 90% resist to *anything* without insps are Invuln (and only during Unstoppable) and Stone (and only against S/L, and Stone isn't winning many damage competitions).
I think that your missing where I'm coming from though.
If the high (relative to other melee ATs) caps are a balance point then caps for all melee ATs need to be looked at and brought into line.
If caps are irrelevent then there is no reason for all melee AT caps not to be adjusted inline with Brutes - just because it's the current positon it doesn't make it right. -
Quote:True but is it worth:Well Scrappers have no need to chase Fury, and they start the fight with much more damage.
+HP
15% resists
Taunt aura that a scrapper would cut his arm off for?
A brute gains a hell of a lot for the supposed disadvantage of Fury which is now a different beast to what it was. -
Quote:Fair enough , my bad on the need to use inspirations hit the resist cap but all this does is solidify my point - Brute is capable of hitting the resist cap without inspirations while dealing scrapper level damage.
No, they pick farms that use a damage type their resists are already capped to...hence FA toons do fire farms...nobody eats 5 oranges and 20 reds before they run a farm...who do base this on?
Brute farmers DO NOT eat pez to cap resists, they run FA and do fire farms...anyone who lied to you and said otherwise is talking out a hole other than their mouth.
My observation in game is that I can maintain somewhere around 70-80% Fury sustained in normal play...farming you can get higher...but that's not normal play.
Tanks can do all that too...a Tank at the damage cap is like a Brute @15% Fury with 100% enhancement in the power and 300% damage buff...where's the issue?
Scrappers can't do it, but no one deals damage like stalkers and scrappers...
An FA Scrapper caps out at 75%, given the similar damage caps why should the Brute have such a large advantage and that's ignoring the HP difference? -
Quote:That's not the point - they have the option of hitting 90% resists when required, Scrappers and Stalkers do not even though their damage caps are similar.Let me phrase it this way then: How often do you actually see anyone chugging through insps to keep their brutes at the cap?
Brutes have extra health and an extra 15% resists, why?
My comments are based on the fact that Brutes in actual gameplay (in my experience) outdamage Scrappers and Stalkers in many circumstance. -
Quote:My apologies if I didn't make it clear but the discussion quoted was based around the liberal use of inspirations to make up the difference between Brute and Tank survivability.Psiphon,
Which Brutes can cap their resistance solo on SOs? Maybe to one damage type, but they can hardly do that to many damage types like Tankers can. Not that I think that Brute resistance cap couldn't be lowered to 85%, but to say that Brutes (especially as a whole) can cap their resistances solo on SOs is just wrong. Unless you're counting in Tier 9s, which are hardly perma, especially on SOs.
Invulns: With Tough can get to 70.2% S/L Resistance, 23.4% to elements and energies
Fire: 52.65 to S/L, 35.1 to E/NE, over cap to Fire, 23.4 to Cold
Electric: 58.5 to S/L/F/C, over cap to Energy, 40.95 to Psy, 35.1 to Neg Energy
...etc. Basically, they can sometimes get to the cap against certain damage types only, but fighting anything that doesn't use that damage type they are definitely worse off than Tankers.
For example if comparing Fire/SS Tank and a SS/Fire Brute. The Brute would be able to use Orange inspirations to match Tanker resistance while dealing way more damage. Due to the higher mob defeat rate the Brute would also have access to twice as many inspirations over te same period of time; purples and greens making up for any HP shortfall.
The Tank due to it's lower damage cap would hit a wall that it's unable to pass irrespective of how many inspirations are used.
A high damage Scrapper or Stalker would have a similar issue regarding resistance, again due to the lower cap.
All of this can happen on SO's. Brute Farmers do it all the time, as such it can be performed on any x8 mission -although the mission would be harder as the mobs aren't cherry picked.
The argument is put forward that the 90% resistance cap on a Brute is rarely reached -farmers hit it all the time using orange inspirations.
The argument is put forward that Brutes run at and struggle to maintain 65% Fury -other forum threads quote 80-100% is the norm with the Brute proc.
If on SO's using inspirations a Brute is able to perform this then why not other Melee AT's?
The existing damage and resistance caps unfairly penalise all Melee AT's when compared to Brute's. -
I'm sorry I'm more than a little confused by your post and the point that you're trying to make.
I'm saying that Brute damage and resistance caps are far too wide compared to the other melee AT's - they are able to output similar damage to a Scrapper while being able to mitigate as much damage as a Tank.
Quote:This would also be true for a Scrapper or Stalker.That means either:
a.) Said brute is fumbling with right-clicking on their insp window which means they're not killing anything.
b.) Said brute already has macros at the ready, at which point you've already entered Hardcoreville or its farming villages and nobody's balancing our ATs around that.
Why is it OK for a Brute to do this and not a Scrapper or Stalker considering the relative damage caps of each?
Or even a Tank combining inspirations to make reds.
The point is that Brutes can - on SO's, while solo cap their resistance at Tanker levels (90%) while dealing Scrapper levels of damage.
I'm after justification as to why this is OK for them and no other melee AT?
If the Brute caps aren't relevent as they rarely come into play (as you imply), then the same holds true for other melee AT's and they should be raised for all melee AT's to match those of Brutes.
Or damage/resistance caps do matter and again they need to be adjusted on all AT's to give parity with Brutes. -
Quote:I don't believe anyone disputes that unbuffed there is a reasonable balance between Brutes and Tanks; the issues arise when buffs come into play.If you can't understand how sitting at or near the 90% hardcap for res for a majority of damage types in the game backed with some layered defense and a near 1000 point heal every 12 seconds... well then, I question your defintion of the phrase? Put simply, I can't remember the last time my Fire Tank died where as my brute can still run into trouble on a regular basis.
And sorry to say, your point is moot because unless you are a permadom locking down the spawn pre alpha? Things are going to attack you. Making things dead faster is better.... buuuuut say it takes my brute 30 seconds to kill a full spawn that puts out 10,000 points of S/L damage over that time and a tank kills the same spawn in 60 seconds.
My brute at 69% res to S/L takes 3,100 points of damage, my Fire tank takes 2,000 points of damage (90% res - 1000 pts x 2 30 sec intervals). Higher damage is a form of mitigation, but even assuming the brute puts out twice as much damage the tank comes out ahead from a survivability standpoint while doing less damage.
On a team the Brute can hit the same resistance cap as the Tank while dealing considerably more damage, leaving only the HP difference.
The Tank with the same buffs would deal far less damage due to the lower damage cap.
Even solo the Brute will outperform the Tank simply by using inspirations.
Using the Brute ATO proc it's possible to achieve between 80% - 100% fury, easily out damaging the Tank.
The shortfall in survivability can be made up using inspiration, allowing the Brute to again cap resistance/defence.
Due to the higher rate of defeating mobs, the Brute will have greater access to inspirations and thus survivability based around these.
The Tank will also haver access to inspiarations but wil find his damage restricted by the low damage cap.
IMO there needs to be an adjustment in the damage and resistance caps to prevent this from happening. -
Quote:I just had a look at the Brute ATO and could only see 2.5% s/l def; where are you getting 10% from?The only thing I can think of is he has to be talking about ATOs. 10% S/L defense from 4 slots (2 already come with the powers you slotted in) is a pretty nice step up. But in a straight up SO situation (which he claims is his perspective), this is just plain silly to say.
Also on a side note, the Tank ATO seems to have poorer values for all but health compared to the Brute. Did the dev's ever explain why? -
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Quote:So there goes the build flexibility (for non positional defence builds), that Tanks had.The only thing I can think of is he has to be talking about ATOs. 10% S/L defense from 4 slots (2 already come with the powers you slotted in) is a pretty nice step up. But in a straight up SO situation (which he claims is his perspective), this is just plain silly to say.
Given the caps that Brutes have I can see no reason to build any melee AT except a brute - other than for play style.
I certainly won't be rolling anymore Tanks as things stand currently.
Oh well Tankers, as the saying goes "at least you've got your health!" -
Quote:Werner and Hopeling - thanks for the info guys, just what I needed.Let's try an example with nice round numbers.
Your Brute has 2000 hit points, 40% resistance to everything, 45% defense to everything, and heals 30 HP/S.
So your Tanker has 2500 hit points, 60% resistance to everything, 45% defense to everything, and heals 37.5 HP/S.
You're being attacked with 2000 HP/S of damage.
On the Brute, defense drops that to 100 HP/S. Resistance drops that to 60 HP/S. Healing drops that to 30 HP/S.
On the Tanker, defense drops that to 100 HP/S. Resistance drops that to 40 HP/S. Healing drops that to 2.5 HP/S.
Now, in a sense, yes, the difference that resistance makes is only 20 HP/S on incoming damage of 2000 HP/S, so a 1% difference. True. But can you see that 2000 HP/S is an unhelpful thing to compare to, and 1% an unhelpful result? The difference that really matters to us is between 40 HP/S and 60 HP/S, and that's a lot more significant that 1% would imply.
And of course your health is only applied to the damage that gets through all of that. So in that sense, your 25% higher health is only absorbing a tiny fraction of the damage. But that tiny fraction is still an arguably significant 40 or 60 HP/S. All told, it's the difference between taking 30 HP/S and 2.5 HP/S, the difference between surviving about 1 minute and about 17 minutes. That's probably not going to make any difference in the outcome of this particular fight. So people are generally satisfied with Brutes.
Now let's say you want to know how much incoming damage each can take indefinitely. The number you come up with is generally referred to as "survivability". Your Brute can indefinitely survive 1000 HP/S of incoming damage: 1000 * 5% = 50, 50 * 60% = 30, 30 - 30 = 0. Your Tanker can indefinitely survive 1875 HP/S of incoming damage: 1875 * 5% = 93.75, 93.75 * 40% = 37.5, 37.5 - 37.5 = 0.
Now, I have defined survivability a little differently than standard. We normally define "incoming damage" as what you'd have been actually hit with if you had no mitigation, so we'd want to including the 50% to-hit already. I kept it as what I'd call "output damage", since you were using the 95% figure rather than the more commonly-accepted 90% figure for the mitigation provided by 45% defense. I personally have always used "output damage" when crunching numbers. But the two are equivalent for comparisons. All survivability numbers would just be cut in half for the more common definition, and thus the comparison would still show the same % difference.
So based on this generally-accepted definition, most of us would say that the Tanker has 87.5% better survivability than the Brute. It won't make much practical difference in most fights. But sometimes, that huge raw survivability difference does come into play. -
Quote:Thank you for the reply, helpful as usual, I'm confused about your answer on health though.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.
I appreciate that 25% extra health means that you can take 25% more damage but surely this only applies to damage taken?
If both builds are at the soft cap they will be mitigating 95% of damage anyway, so surely resistance and Heath only come into play once this is bypassed and the damage taken. As such resistance and health can only be applied to the 5%.
Sorry if I'm being dim!