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Quote:Taunt is the strongest threat generation tool. Damage is an important part of threat generation, but the other factor is taunt duration. The basic gist (assuming equal debuffs, range, AI Mods, etc) is Damage * RemainingTauntDuration. If you deal double damage, you deal double threat. Likewise, if you have a taunt effect twice as long you will generate twice as much threat.AoE damage == taunt && AoE damage > Taunt.
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Taunting things doesn't make them stop attacking, it just makes them attack you. A Tanker's AoE makes them attack them, and Footstomp will hit twice as many targets in a larger AoE to make things attack you. On top of that, damage is considered in threat, which means how much damage your teammates have to do to pull them off of you.
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Barring highly unlikely scenarios or a complete failure in managing endurance on your build (since Taunt is free), Footstomp will always get you more aggro than Taunt. And it will help kill things on top of that.
Gauntlet (both Tanker and the single target Brute version) maxes out at 13.5s at lvl50 while Taunt lasts 41s (some sets have a 30ish sec Taunt). The taunt duration is more than double duration, so it's stronger. It also lingers for a long time, amplifying your threat for extended periods of time. One last thing - it is auto hit against AVs/GMs while Guantlet requires a tohit check.
In a group with just one taunt capable character (Tanker/Brute), Gauntlet should be strong enough by itself. However, when in groups with multiple taunt capable characters, it simply isn't enough I can hold aggro off of them on my WP Tank using Taunt, while I've seen other Tanks with stronger threat generating primaries fail by not using it.
Taunt + Footstomp produces far more threat than either in isolation. -
Quote:The problem Fireheart stated isn't durability - it's offense.Seems decent to me. Focused Accuracy isn't there to run but sit there and be a set bonus. Turn off super speed and shouldn't have any end issues, just make a little bind to click it off and on readily. I would think with those decent defenses and with the high regen you would be pretty sturdy. Or maybe I'm just nuts.
*) Shadow Punch's slotting is okay, but could be better.
*) You completely skipped Smite (which is the 2nd best DPA of the set) and *) Shadow Maul (which is an incredible attack against groups).
*) Boxing is a pretty bad attack made worse by only having 4 slots in it.
*) Midnight's Grasp's slotting, like Shadow Punch, is very "meh." (Why slot for Positional defense when you could get Kin Combat Instead? Kin Combat x4 and the Mako triple/quad would be my goto if you wanted mitigation.)
*) Then you have Siphon Life. (Not slotted as an attack, which isn't a bad thing, I'd franken-slot it too. I'm just saying it doesn't help the other inadequacies listed above.)
[edit: Okay, Fireheart mentioned defense too, but that's along the same lines as what I said in Midnight's Grasp.] -
Which mobs were you using it on? It's very possible they have energy resistance, a smashing vulnerability, or both.
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Quote:While that may be acceptable for certain sets (like Invuln), I think it screws the results for Ice, since it's a T9 with a high reuse rate (it can be used every 2 minutes). Still, that would be a bear to try to compute, since it's not just the regen, but up to 30s of complete immunity as well.No tier 9s are used in the calculations (other than the isolated Granite benchmark).
Quote:The only thing that can truly kill a def set faster than that is not the RNG playing nice, but pure luck. I know i know "same thing" but my point is that in average, the ice tanker WILL avoid enough attacks to survive normally, unless facing something like Lord Recluse that has one attack that can two shot you. Lets say you have a foe that has 10 distinct attack chances per minute. 9 of those chances just deal 1 point of damage, though, and one can deal 1000 points of damage. The RNG can easily make you miss 9 attacks and get hit by the one that can kill you. It's not bad on the RNG but actual bad luck. This is a scenareo that I think is common specially at lower end of the game and while facing certain AVs and monsters, it certainly can increase mortality but cant be averaged out properly (your luck may do the entire opposite and always make you miss the one big hit so in averages it wont work.) That's one of many things I hope to explore better with my new approach, that is more simulation based.
Quote:Regen is a different matter, but thats also why I inlude the first set of data. It does not only represents how well you take an alpha but how vulnerable you are to spikes in damage input. The case with defense is different. When talking about big spawns it's not the same as you split damage into multiple dice rolls, when facing a single tough entity with huge hitters, then things get complex but still "average-able" in theory.
Quote:I agree. +HP or Resist either helps a lot, at least as tankers. Scrappers are a bit different. I wish they increased the uptime of dull pain and like powers (hoarfrost/earth embrace) without increasing the healing.
When you say "without increasing the healing," you mean decrease the recharge but lower the heal amount so it averages out to be the same over time? -
Quote:Disclaimer: The following is just my opinion/preference, not a slam on people who enjoy Stone Armor / Granite.And, looking at these charts again, I may have to reconsider about stone armor. I figured if my invuln could tank Lord Recluse, why do I need a guy with stone armor? But those numbers for stone with granite. Wow.
At this point in the game, I don't think I'd play Stone Armor even if it made you completely impervious to damage. Sure, you have the best survivability in the game, but you almost never get a chance to use all of it as it is. Not only that, but you have to trade even more offense/flexibility for that overkill survivability. That makes the character far too one dimentional to me. I'd much rather still be a "mortal" Tank and be able to perform well in a wide variety of situations than be locked into a single role.
The last time I can remember dying? A few days ago soloing a +1/x6 Rularuu mission. I only died because two spawns saw me and I was trying to ironman it without inspirations. (If I played a hair smarter / used inspirations, I could've pulled it off.) Before that? I can't even remember. Might've been fighting the patron AVs in RV under the new PvP rules.
(Considering the discussion I was in about Brutes vs Tankers in the ArcheType & Power forum, the irony of what I just wrote isn't lost on me.)
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Quote:Gotcha. It's been a while since I've played my Ice/SS and my WP was in SOs, but I personally felt that WP was tougher than Ice. I think it may be that the WP has very few "RNG hates me" deaths, which is what usually gets my Ice Tank.I was figuring an optimum SO build which, yes, included Tough/Weave and CJ.
Quote:Yep, I "knew" that in a theoretical way, but I'll admit my experience with WP is as a Brute so that may very well be coloring my perception somewhat... that 50 Fire/WP brute is adequate as a scrapper type character but it 'ain't no tanker, even with substantial IO investment. IO'ing a brute is substantially more difficult due to the terrible availability of the redside market... Kinetic Combat for example does not exist. I've had bids in on the redside market for over a month now... most of the recipes I'm looking for haven't even sold on the market for a month or more. With only the Smashing Haymaker/Reactive Armor IO's available soft capping looks out of the question.
My BS/Shield scrapper on the other hand IS tough enough to be a main tank (soft capped defenses of course), and the performance of that character is what I'm basing my thoughts on a Shield tanker... at 27 my Shield/Fire is really starting to get good. I'll have to wait until he approaches 50 to really know what it's capable of in comparison to CMA but I'm anticipating a highly capable tank.It's actually a pretty big disincentive for me to make villains atm. Even if I design the best build ever in MIDs, the chances I'd ever finish it the way things are currently are slim to none. Without the ability to get critical sets like that, WP will definitely "suffer." (It's funny, a friend of mine made a WP Brute and designed him to take a beating with softcapped def, but was still a bit disappointed. Then again, he was mostly testing it in the ITF..)
Compared to a softcapped Shield Scrapper (Parry is hax!), I can see why you'd consider Shield to be superior.
Quote:I do have a dark tank, and yes, I just went back and I made a mistake posting that. I did tell my calc to only slot the power for 3 acc/3 end, no recharge, no healing. After all, only 3 hits make the thing a 90% heal. If possible, I'd slot the thing for 5 end redux and just one acc enhancement.
Quote:Here is the base chart:
Code:Weight 0% Naked 47% Fire Aura 52% Electric Armor 59% Dark Armor 62% Stone Armor 64% Willpower 71% Shield Defense 74% Invulnerability 82% Ice 92% Stone Granite Weight 00,100% Naked 01,134% Invulnerability 01,142% Stone Armor 01,201% Electric Armor 01,328% Ice 01,448% Shield Defense 01,591% Fire Aura 01,928% Willpower 01,969% Dark Armor 11,932% Stone Granite
Code:Weight 24% Naked (only the pools) 65% Fire Aura 69% Electric Armor 73% Dark Armor 74% Stone Armor 77% Willpower 82% Shield Defense 83% Invulnerability 89% Ice 92% Stone Granite Weight 00,135% Naked (only the pools) 01,982% Stone Armor 02,208% Electric Armor 02,418% Fire Aura 02,500% Ice 02,508% Shield Defense 03,281% Dark Armor 03,353% Willpower 03,888% Invulnerability 11,932% Stone Granite
Quote:I can jump into an open discussion on it in a separate thread, only reason I would not love to do it is because I am now working on an entirely new approach at benchmarking and have left this project behind, not because it's bad but because my expectations have expanded beyond what spreadsheets can handle.
I can tell you a basic though:
The first chart takes all mitigation, no healing, and then weights this mitigation against rarity. The rarity I did based on extensive amounts of enemy data and the damage types they use. Smashing, for instance, is the most common type you will encounter therefore gets the highest weight. I tweak down the impact of the rarest types then sum them all then divide by the sum of all weights to get an average mitigation "to all situations". You should never see a 100% in that table.
The second table does similar only it also accounts healing (regeneration and heals.) In this table, 100% equals a naked tanker with no buff and no powers, just base HP and base regeneration. If you gave that character 2x the HP, he would go 200%, if you gave him 50% resist to everything he would also note 200% (if i didn't account for weight) In the end, 1000% means it can survive 10 times more DPS than the base tanker. It's a "basic" weighted immortality line calculation but one that really represents truthfully how much you can take.
Quote:After all, no one cares how fast they will die, they just want to know how much they can take without ever dying.
For example, in your list, you give Ice a sustainability of "02,500%" (Is that 2,500 or 2.5?) compared to a naked Tank being "00,135%". That implies it can sustain ~18.5 times as much incoming fire before buckling. However, if the RNG doesn't play nice, it die a lot faster than that. It implies the tables above don't measure "how much they can take without ever dying."
I bring this up because when I switched from Regen to Invuln, I noticed a significant decrease in my "how fast I will die" time, even if it was a decrease in my ability to sustain myself for long periods without aid. If I can survive a nasty burst of damage, then I can live long enough to act/retreat. Afterall, if I have the possibility of dying real fast, I may not be able to react at all!
As strong as defense can be in the game, I still like having some form of resistance behind them to give some stability. -
Quote:I should have asked you the same question I asked Starsman, just the set alone, or does this include the effects of things like Tough/Weave?Of the sets I've played (Shield & WP as Scrapper secondaries and extrapolating to tanker numbers) I'd rank them something like this with SO's:
Stone Armor (Granite)
Shield
Invuln
Ice
Willpower
Stone Armor (no Granite)
Fire
Quote:Adding a good IO build and you move Invuln up into the #2 slot behind Granite Armor with Shield occupying the #3 slot. Bear in mind that this is based on sets I've actually played to significant level; in the case of Shield & WP those were played as Scrapper/Brute sets.
A WP Tank and a WP Brute are completely different ball games because:
*) MaxHP - With equal +maxhp in the build, a Brute has ~2570hp compared to a Tanker with 3212. That's ~25% more hp/sec regenerated as well as ~25% more health. (A Scrapper would have ~2292 hp. Tanker has 40% higher regen and health.)
*) Higher res numbers - This is the difference between ~70% s/l res and 52.65%. (Tanker takes ~63% the damage that the Brute does.) It is also the difference between 90% s/l with SoW and 81.9%. (Tanker takes 55% the damage of a Brute.) (A Scrapper would be capped at 75%, the Tanker takes 40% the damage.)
*) Higher def numbers - This makes it much easier to stack large amounts of defense, even softcap everything everything except psi at the most extreme cases.
Combine all those together and WP on a Tanker is in a completely different league than what you experienced.It's one of the sets that loses a lot more than the 1.0 -> 0.75 defense mod would initially imply.
(On second thought, you probably know all of that, anyways. I blame this post on a slow work day before the holidays.)
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Quote:Okay, that's what I figured it would be. If that included extra outside mitigation, then I would've figured that something was up.Raw set with 3 resist/heal/recharge SOs where applicable. Exception is only Dark Regeneration that is assumed to be 3 end redux and 3 heals.
I will say that your assumed slotting for Dark Regen is suspect. (I can't say from firsthand experience, but I've teamed/talked with a prolific DA player friend enough to get the basics.) First, the power needs to hit in order to heal you, yet you slotted absolutely no accuracy? Any form of tohit debuff / def buff from enemies will completely screw you. (Don't forget the streakbreaker uses your lowest tohit value, too. So you'd be allowing yourself a larger streak of misses to boot.) Not only that, but Dark Regen saturates really fast. With just 3 targets it's a full heal of your base hp. The only time slotting DR would be helpful is against a solo boss. I'd probably assume something more along the lines of 2 acc/2-3 end/1-2 rech/0-1 heal.
Quote:I was considering last night to add "casual minmaxing" tools: Combat Jumping, Tough, Weave, and a Steadfasgt +3 Def as these may yield a better representation of the sets potential as a tank. I think any tanker should invest in those tools by level 40. It's very possible to do so without sacrificing offense.
Quote:Here is a link to a version that includes tough/weave/combat jumping (1 slot) and a steadfast.
It's easy to see how the set that benefits the most from such optimization is Invuln, jumping from nearly the bottom to be the king (with 5 foes, remember, although also tested with 1 and Invuln does not goes down from it's position after taking these tools).
(I do wish I knew more about what the chart represented, though. Right now, the numbers displayed are completely abstract. I can't even translate that into something meaningful like 'sustainable dps'.) -
Obligatory question: Is that just the set itself, or the set plus things like Tough and Weave? I'm guessing the former.
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Quote:It is just using their normal damage modifier. For example, Brute ET is set to cause them to take 3.75 self damage. That is 0.75 (their damage mod) * 55.61 (base damage for a dmg mod of 1) * 3.75 (damage scale on ET)= 156.4. City of Data agrees.It does make me wonder what damage modifier is in use since it isn't using the normal one for each set.
Tanker: 0.8 (dmg mod) * 55.61 (base damage) * 3.75 (ET damage scale) = 166.83
Stalker: 1 (dmg mod) * 55.61 (base damage) * 3 (ET damage scale) = 166.83
Or did you mean something different by that?
Quote:However, I don't personally see a problem with scrappers and stalkers taking more damage from ET than brutes and tankers because thanks to their higher damage mods they're doing more damage with it. Especially considering that changing it to be extra damage = damage to self scale*AT melee damage modifier would mean that everyone is taking less self-damage from using it.
To compound that, Brutes would take less self damage than the other three, have more health than all but Tankers, and deal equal (with the potential to deal more) damage than the other three. How is that at all fair?
If the self damage is adjusted, it should be normalized (everyone takes the same survivability hit, ie: 5% base hp) or equal intent (damage dealers take more self damage, Brutes included). -
Quote:Ahh, the fun of calculating Brute dps. On the forums we always just assume that Brutes have x% Fury and crunch it from there, but there another element I alluded to earlier. For example, using Brawl lowers the dps you're doing, but also increases your Fury generation. Is that a net gain (Fury increasing the damage of all your attacks by more than the damage you lost by using Brawl) or vice versa (using Brawl lowered the damage output of your chain by more than the damage boost Fury gave you).
After they made brawl cost zero endurance there is no reason why any brute should not have 80% fury at all times. Just put brawl on auto fire and watch stuff die.
Using Brawl once every 10s is consuming ~10% of your attack time, once every 5s is consuming ~20% of your attack time.
I'm not well versed in Fury mechanics (how much Fury do you get per attack? how fast do decay ticks occur? how big is each tick?), so I couldn't crunch out the numbers, even if I had the free time to do so. -
One other quirk of Fury - it benefits greatly from fast attacks and suffers from slow ones. For example, assume that two Brutes have attack chains that dish out equal DPS, one is Claws and the other EM. The Claws Brute will be miles ahead of EM, despite the fact their attack chains should deal equal damage. The Claws Brute will be generating Fury much faster than the EM one. If the EM wants to build Fury faster, it would have to lower its damage output by dropping ET from the chain to maximize it's quicker attacks.
It's just another annoying disparity. At least on a Tank you're not shooting yourself in the foot by using a slower attack. -
Quote:As you cite, a Brute would take ~41.7 self damage from using ET. Now, if you compare that to a Scrapper, they would take ~62.61 self damage from ET. It would be 1 scale damage to both, but the Scrappers higher damage mod inadvertently makes it more danagerous to them. Consider the implications of that:"Killing yourself" is a bit of an exaggeration. However, I wouldn't disagree with the statement that the damage it does to you is too high for the extra damage in puts out.
My belief is that it should be on a 1 for 1 basis. By the numbers, ET should only be doing 1.56 smashing and 2 energy damage. Right now it does 1.56 and 3. The self damage should then be only 1 to match the 1 extra damage the attack does.
This would mean that on a brute, it should only be doing around 41 points of damage at 50.
1) Not only is the Scrapper taking more damage, but they have a lower hp pool / cap than a Brute. A Scrapper with base hp would suffer ~4.67% (62.56 / 1338) self damage per use, while a Brute would take 2.78% (41.7 / 1500). If you compare that at their respective hp caps (I acknowledge Brutes hitting the cap is rare), it would be Scrappers suffering ~2.6% (62.56 / 2400) and Brutes suffering ~1.3% (41.7 / 3212).
2) Since the Brute's strength is stacked damage buffs versus high damage mod, they'd be dealing far more damage than they'd be recieving. To illustrate, a Scrapper would deal ~285 base damage (556 slotted). That's 4.55 damage per point self inflicted (8.88 slotted). A Brute would deal ~190.2 base damage (~561 slotted with 50% Fury). That's 4.56 damage per pint self inflicted (~13.45 slotted with 50% Fury).
Quick chart:
Code:AT HP Self Dmg BillZ Proposal Tanker 1874 166.83 (3.75) 44.49 (1) Brute 1500 156.40 (3.75) 41.70 (1) Stalker 1204 166.83 (3) 55.61 (1) *Scrap 1338 187.68 (3) 62.56 (1) *Just using the same self damage as a Stalker, since there is no Scrapper EM.
I'm not saying that the self damage may need adjustment, mind you. The ratios given above aren't entirely fair now, but they aren't explicitly set to be a 1:1 ratio to be 'fair' or 'equal' to all, either. -
You went for global recharge in ways that were more destructive overall than if you sacrificed a little. For example, Charged Brawl / Havok Punch you slotted a Sleep set. This gives you an enhancement value of 53% acc, 53% end reduc, and 26.5% rech as well as 6.25% global rech (12.5%, or 39% in each). By comparison, if you slotted lvl50 CI in there, you would have enhancement value of 68.9% acc, 97.5% dmg, 68.9% rech, and 42.4% end reduc, as well as 5% global rech (10% total, or 78.9% rech in each). You lost a total of 1.25% global rech, for far superior rech in both. Not only that, but the powers would deal significantly more damage than before.
Some of your other powers are slotted dubiously as well. Granite is woefully understlotted. It offers a base res of 37.5% to all (sans psi), so a single res SO would give 7.5% res to all, yet you use a slot in it for the 3% res PvP IO instead. It'ves not even giving half the res a regular SO would give in its place. It should be at least ED soft capped for res enhancement (~56% res), with a secondary focus in def and end reduc.
You placed a kb protection IO in Weave and Tough, and I'm not sure why, since you'll never be knocked back while Rooted is on. (It's possible to be knocked with just Granite, but it would be pretty rare.)
You have more slots / better enhancement value in Stone Skin, despite the fact Tough yields superior res and would benefit from the end reduc from the Impervious Skin set, compared to the complete absence in Tough.
I'd rip out all the slots you have devoted to psi resistance. You're only boosting yourself from 0% to 9%, you won't notice the difference. -
Quote:On the other hand, playing a game with little to no detailed information is no fun either. Believe it or not, back around release, City of Heroes was extremely secretive with any kind of detailed information. I'm not talking about cryptic behind the scenes stuff like taunt mechanics, but basic information like how much damage a power deals. All we had to go on was power descriptions like "high damage." Wait, was "superior damage" more or less than "extreme damage"? Why is a Blaster "medium damage" attack dealing as much as my "heavy damage"?LOL I'm actually hoping not to see it anymore or at least not too often. It's one of the things that made WoW less and less fun. People doing everything they could to calculate the best theoretical damage. There's actually a tool that someone made for WoW that you could enter the specific boss fight, class and spec and party make up to tell you what you're DPS should be based on the info you provided. People would do that and then make adjustments to make it as high as possible with no consideration given to actually ya know, ENJOYING the game lol.
The premise was that the devs didn't want to bog down the player with numbers - none of that theory crafting nonsense. Just pick up the game, pick powers that sounded cool and go. You wouldn't believe how much confusion the lack of good information caused; it was very frustrating. What did people do? Try to figure out what was going on.
Having access to numbers and theorycrafting is very helpful. Someone is having end issues but is only slotting toggles for end reduc? We can show how to brind end under control and why slotting attacks for end reduc is better than slotting toggles. Someone wants to make an AV soloing Tanker, but currently can't out damage their regen? We can calculate dps well enough to help them achieve their goals. In this case, we can explain the nuances of taunt mechanics and explain why Tankers have problems holding aggro off, say a Shield Scrapper. (One of the harder feats for a Tanker to do, imo.)
That's not to say I don't think theorycrafting can go too far, it can. In CoH, I think it's at a pretty happy medium. If you want to know the nitty gritty about how something works, you can get some pretty in depth details. However, if you have no interest in it, it isn't thrust upon you like it is in other MMOs. Personally, I don't have much use for attack chains for AV soloing, etc. So, for the most part I ignore it. I do keep the information in the back of my mind if we're ever in a situation where I want to deal as much damage as possible. (Say, against Reichsman on the Khan TF.)
It's much easier to ignore numbers in this game than others, and people are generally respectful of that if you let them know upfront.
(Btw, while it's obvious you have no interest in it, some people actually find it very interesting/fun. I suspect you can guess which side of the fence I'm on.)
(Wow, this was a lot longer than I originally intended. Oops..) -
Quote:Well, one potential concern is it might make end management too easy. Since player recovery is static (discounting things like Transference) if end consumption drops below that, it is infinite. So, normalizing end costs to their damage mod (55% cost for Defenders) would be a huge boost. Someone consuming 2 eps attacking would be shaving 0.9 eps off that. That's equal to 54% extra recovery. Someone using 3 eps attacking would shave off 1.35 eps from the discount, or 81% recovery.I'm not saying I think it needs to be changed, but I'm not sure of good arguments for it, beyond the obvious one that we've already got it, and it doesn't seem to be at a level that makes Defenders unplayable. (Which see: evidence in this thread.)
That said, I do think Defenders (and Tankers) consume too much end for their damage dealt. If their DPE was somehow raised, it would have to be done carefully, almost certainly not point for point.
(Not specifically your idea, Uber, but another reason not to link end costs to DPE: Brutes. They have an extremely low modifier, but deal a lot of damage. Imagine if they had an end discount on top of already dealing above average DPE.) -
Quote:You make some valid points.At the same time though, the Tanker's bonus defense probably isn't contributing to the team either.
I've been in plenty of teams where minions and even sometimes lieutenants evaporate on impact. But there's a few seconds still where the bosses need to be downed, at the very least. And if that person that goes AFK happens to be the kin, you'll notice a quick decline in the kill speed. And not every team has a kin or even that high amount of damage output.
Not just that, but there are plenty of situations where it's impossible to attain a level of damage where more damage would be wasted. Fights against EBs, AVs, and GMs for instance. Along with fights against things like Pylons, the computer in the ITF, any enemy that buffs its RES up really high or is just generally hard to kill for whatever reason.
Take ITF, LGTF, and LRSF for example. Those have large quantities of EBs, AVs, and other challenging encounters. In all those situations, it's almost trivial to boost a Brute to the point where he/she can sustain the incoming damage. But it's also impossible for a team to have "too much" damage when fighting the hordes of RES capped Cyclopses, super-durable computers, Hamidons, and Miss Liberties. In any TF situation, I'd rather have a Brute.
And even in regular PUG situations like newspapers and things, I'd much rather have a Brute. While it's possible that our damage is so high that all the regular spawns are melting, it's also equally possible that the bonus damage will help. And most of all, it's almost a guarantee that the Brute will be able to handle the encounter, if we're talking about a team that's full of the buffs/debuffs/damage that would be needed to quickmelt spawns like we're talking about.
Or in short, in any situation where a Brute can tank, his damage MAY be wasted. But exchange him for a Tanker and his damage IS wasted. And so is his increased mitigation.
Okay, you singled out a Kin as a character the team would notice if it didn't have. Do you think a Brute, who is playing solely to deal damage with no aggro management duties, would be noticeable, esp if the team has a Kin? I'm not so sure. I'm almost positive I've been on teams where I don't notice a Scrapper going afk (who, for all intents and purposes, deal roughly equivalent damage). If the answer to the above is "no," then the team isn't losing anything by having a Tanker. The Brute's damage is already unnoticeable.
I do understand your point, trust me, I do. I fully understand that a competent Brute with either a well balanced/played group of a billion inf build can play the role of a Tank. I've seen it done. I guess what I question is how often all everything comes together for that to happen. For forum goes like yourself, I have no doubt you can accomplish the entire game with a Brute leading. The non-forumites or those still leveling in non-optimized groups / builds? Not so much. Heck, I know I've been on teams where Tankers have problems in the same situations.
For a moment, suppose I agree with you that Brutes are always better to have than Tankers. In my mind, that means Brutes are too strong, not that Tankers are too weak.
At any rate, I think Tankers are reasonably balanced. I think Brutes were given access to two things they should have never had in the first place: the 90% res cap, and taunt capabilities that are, for all intents and purposes, equal to that of a Tanker.
Quote:Never actually played a damage capped Mace Brute, have you? Last time she was capped out she was smacking Rikti minions around for 1000 damage with just the first couple attacks. Now I wish I had saved that damage log but I can't be bothered to keep arguing with fools who think that Tankers can outdamage Brutes.
In order for a T1 Brute attack to deal that much damage, you'd need to be at the damage cap with over 100% worth of res debuffs on the target, as an even con with no resists. Anything higher than that, and the requirements increase. It is possible, but it is so far out of the normal realm of gameplay that it's just a "this happened once" type story - not something you can say is difinitively.
With that kind of buff/debuff saturation, Tanker Barrage would be dealing 508 damage. Yes, that's half what a Brute would be dealing. However, if I was boasting Tanker Barrage was doing 500 damage, you'd be right in calling me a loon if I tried to say "Tankers at the damage cap deal 500 damage with t1 attacks." It's a "look what happened this one time" story, nothing more.
I challenge you to damage cap yourself on inspirations, and hit an even con Rikti with Bash (t1 attack) harder than, say, 531 damage. (That's high because Drones have a 50% res debuff to smashing.) With Pulverize (t2 attack, 64% more base damage than the t1s you boasted) you won't hit harder than ~872 dmg. (Again, high because Drones have a 50% res debuff to smashing.) Against normal Rikti, you won't hit harder than ~355 / ~580 respectively.
It would take 5-10 minutes to do. Prove me wrong. -
Quote:You made some pretty unlucky choices for Scrappers and Tankers. The powers I highlighted have higher than usual DPE from most attacks. In the case of the Fire Melee attacks (Scorch / Fire Sword) get an extra dot as their flavor effect instead of, say, knockdown. If you want to look at raw DPE the powers were balanced around, you'd need to drop the dot.Alrighty then, we now have a clearly defined hypothesis. Let's take a look at the data then. I'm going to go over to Red Tomax and take a few samples of different AT's attack power and compare the DPE (Damage Per Endurance) to see how they compare. This will be a completely random sampling. I'll take 3 different attacks from each archetype, ensuring that I take all the samples from a variety of tiers and powersets:
< snip >
Scrapper
Broad Sword: Hack
102.6 Damage/8.528 Endurance = 12.03 DPE
Fire Melee: Scorch
71.33 Damage/4.368 Endurance = 16.33 DPE
Claws: Slash
82.58 Damage/5.4912 Endurance = 15.04 DPE
Average Scrapper DPE from samples: 14.4 DPE
_____________________________________
Tanker
Battle Axe: Beheader
44.49 Damage/5.2 Endurance = 8.56 DPE
Fire Melee: Fire Sword
76.52 Damage/6.864 Endurance = 11.15 DPE
Super Strength: Haymaker
72.96 Damage/8.528 Endurance = 8.56 DPE
Average Tanker DPE from samples: 9.42 DPE
Looking at the data here, you MIGHT be onto something here. To know for sure, we'd have to really take ALL the powers and figure this out, rather than just a random sample. Also, this doesn't account for a variety of things... like what the developers believe the role of the ATs are in comparison to the others. They may take OTHER things into account rather than just DPE when they decide whether a power is balanced or not, and they may readjust the DPE based on what else the powers DO. They may even be satisfied with these results, we don't know.
But see, this is what we call science... which uses actual evidence that can be quantified...
...as opposed to cryptic stories that can't be proven, or generalized arguments that can't be disproven because of the way the argument is worded. Facts, specific evidence, THIS is the kind of thing you need to cause a change to happen.... not anecdotes.
The special of Claws is that its powers recharge faster and cost less endurance than they should. Claws powers are additionally complicated because the damage of the powers are scaled based on the speed of the attack. The faster the attack, the power takes a damage hit, while slower attacks get a damage boost. I'd pretty much steer clear of Claws, I don't even remember how they were calculated. -
Yes. I try to make the distinction clear by capitalizing Taunt the power, but leave taunt the mechanic lower case.
Quote:Gauntlet makes a big difference here, and clearly puts Tanks in the lead for drawing agro and generating threat. And I definitely agree that Tanks have a huge advantage in the 5 taget -range of their Taunt skill; it is insanely effective at clumping.
Quote:I don't know exactly how threat works, but my experience is that having the exact same mag 4 taunt with 13.5 seconds of duration WHILE doing Scrapper levels of damage produces one of the stickiest ATs in the game, one that can sometimes (rarely) peel agro off a Tank when running at full Fury with outside +damage.
This means taunt duration is everything. If a Brute played like a Tank, and took/used it to hold aggro, a Tanker would have no way of compensating. The Brute would have the same threat mod (4), the same taunt duration, and more damage. I have yet to ever meet a Brute that plays like that, though.
Having said that, I still think that is an utter failure of design that it's even possible - Tankers should be the absolute best at aggro generation. (To be fair, noone knew how taunt mechanics worked until well after Brutes were designed. (I found Castle's post, dated Nov 26, 2007. Issue 11 was released on Nov 28, 2007.)
Quote:Many Brutes not heavily IOd or without solid support from other teammates, and in some cases both, are easily overwhelmed by the amount of threat they generate.
Quote:Tankers are pretty much screwed. All a Brute has to do is take Taunt and they're the same thing as they have the same def/res caps but much higher damage capabilities. The Brute can actually kill all the aggro piling on him rather than standing around looking pretty.
I don't really fathom how a Tanker's 'low damage' is so crippling to a team.
Those numbers were at the damage cap - it is the absolute maximum +dmg a Brute can be effected by, regardless of source. It could be a mix of damage enhancers, fury, set bonuses, inspirations, buffs, etc. Once you hit +750% max damage (100% base damage + 750% damage buffs), more +dmg won't increase how hard you hit. -
Quote:To be blunt, ridiculous hyperbole.Yes, a single Kin can easily damage cap a Brute. At that point even the tier-1 attacks in a Brute's primary can exceed 1000 points of damage.
If a Brute is at their damage cap, then they're operating at 850% base damage. In order for an attack to exceed 1,000 damage, it would need to deal ~117.6 base damage (1000 / 8.5). That is far above a t1 attack. The hardest hitting t1 attack is Barrage, which deals 55.04 base damage (467.84 at the cap). The hardest hitting attack Axe has access to, Cleave, only deals 115.11 base damage (~2.5 dmg short). In fact, the only powers in the Brute arsenal that can break the 1,000 damage barrier on the damage cap alone are Clobber (holy crap, I didn't realize the buff made it that strong), Greater Fire Sword (2 or more dot ticks), KO Blow, Seismic Smash, Total Focus, and Energy Transfer. A grand total of 6 powers; that's it.
Keep in mind, the above is for even level mobs with no extraneous resistance. A +2 mob with 26% resistance would drop everything but Energy Transfer off the list. A +3 mob with 9% resistance would do the same.
[edit: In order for Barrage to deal over 1,000 damage to an even level, unresisting mob, it would need to be under the influence of ~113.7% worth of res debuffs, about 5 Enervating Fields worth.] -
Quote:I have to disagree with your assesment of Taunt vs Gauntlet, for holding aggro, Taunt is much more potent. What your above calculations aren't considering is that the "taunt duration" is the "remaining taunt on the target," not "taunt duration of the power." In other words, if you taunt, then immediately use Jab (for ease of calculations, I'm using 0s activation for Taunt/Jab):A tanks inherent: Gauntlet makes ALL your attacks into taunts, and taunt itself is not the most useful save against AVs and GMs.
Taunt is best used as a ranged taunt and as a range debuff to encourage foes to gather closer. Or as a tool against scattered foes as it has a 15 ft radius.
the formula is:
Damage * AT mod (4 for tanks) * AI mod (no info) * range mod (no info) * debuff mod (apparently usually 2 if a debuff is present) * taunt duration *1000
so taunt works out as follows if you take out the AI mod and range mod we have no info for:
1 (minimal damage modifier) * 4 * 2 * 41 secs (lvl 50) * 1000 = 328,000 threat
while jab works out as follows:
30.25 * 4 * 1 * 13.5 * 1000 = 1,633,500 threat.
30.25 * 4 * 1 * 41 * 1000 = 4,961,000 threat
That is base, as well. Compare that to ED softcapping taunt enhancement for both Jab and Taunt:
Jab Alone
30.25 * 4 * 1 * 26.325 * 1000 = 3,185,325 threat
Taunt + Jab
30.25 * 4 * 1 * 79.95 * 1000 = 9,673,950 threat
Now consider that the difference between those two doesn't factor in damage enhancement (widen the gap) and it is an extremely low damage attack. A heavy hitting attack, such as KO Blow, would have a much wider gap. Since Taunt's duration is so long you benefit from the heightened threat generation for a long time from a single application.
If you absolutely must hold aggro on something, Taunt has no peer.
Quote:Also, I'd suggest a taunt enhancement in every AoE power if you can fit it in.
Quote:but gauntlet's isn't, 100% is much better than sometimes. Gauntlet is only auto-hit against normal foes, Elite Bosses and lower.
Power A
Radius - 5ft
Taunt (Gauntlet)
Damage - 0ft radius
Knockdown - 0ft radius
When Power A is used, it has a tohit check not only on the primary target, but all targets within the radius (up to the cap of 5). So Gauntlet is not autohit.
Further, there is another check made. Is the target a normal mob (minion, lieutenant, etc) or a 'raid' mob (AV, GM, etc)? If a normal mob, the taunt is applied. If it is a raid mob, it has a second accuracy check.
Quote:But normally, Gauntlet is better than taunt....assuming you rotate targets and don't make the mistake of focusing on one target at a time (scrapper's job).
The second involves other Tankers, Brutes, and Scrappers with taunt auras (Invuln / Shield). I have out aggroed many, many Tanks with my DM/Invuln Scrapper. Since both ATs deal more damage, the only way a Tanker is going to hold aggro over them (Brutes + taunt aura Scrappers) is by sheer taunt duration superiority - which Gauntlet doesn't provide.
Not only that, but your aggro aura is doing the majority of the work for holding aggro anyways. If a non-AV mob is under the influence of your aura, then a non-taunting teammate will essentially never pull aggro from it.
Quote:Should I taunt everytime it's up?
In some MMOs "taunt" or whatever it might be named can be used over and over again to continue generating aggro. Is that true for CoH or is it only really needed if you lose aggro?
*) Don't need it at all - Doing simple missions with a team that doesn't include a taunt-aura Scrapper. Your taunt aura + AoEs will likely be enough.
*) Need it occaisionally - A map with some quirks. Ambushes, multiple mobs that are close by, ranged mobs (using Taunts -range debuff), etc.
*) Use it all the time - You're teamed with Brutes/taunt-aura Scrappers, fighting AVs, or you're WP.
Even in the last category, I'd hesitate to say "everytime it's up," because sometimes you know something is coming up that you want to save it for. For example, you see NPC text for an incoming ambush. If you just spam it, it may be down when the ambush hits, so holding off temporarily would be wise.
Also, knowing when you'll need to use it proactively (Brutes/taunt-aura Scrappers) is much better than using it after you lose it. In order to take aggro from someone, you need to generate double the threat of the current aggro holder. So, if you have 1,000 threat, someone stealing aggro from you would need 2,000. In order to take it back from them, you'd need 4,000, quadruple what you currently have. This also means that if you're the first person in a spawn, you'll have an easier time holding aggro than if you come in in the middle of a fight. -
Quote:The reason I don't think this was the intent (at lease in Julius's case) because of this:I believe he is referring to "Threat" which is a character attribute related to how hate/aggro is computed. Most things have threat of 1.0. Scrappers have threat 3.0. Brutes and Tankers have threat 4.0.
Quote:Given that almost every damage skill for a Brute has a 400% taunt attribute, that secondaries are granted 400% taunt in Power Sink and Energy Drain, and that SR was ported to Brutes with an agro aura, it's pretty clear that they were intended to be more than anti-Scrappers. -
Quote:Note: Radiation Emission debuffs res via Enervating Field. Radiation Blast debuffs defense, not resistance.Psycho:
Rad debuffs the enemy resistance, effectively increasing damage.
Quote:I know, electric is a lower damaging set than energy, but that's not what I've been saying. As your video shows, even a lower damage set can do "enough" damage if it can sustain that damage output. With the tools available, I couldn't do it. I used a full tray of all blues on one attempt, and STILL ran out of endurance (I got him to about half health).
Examples
Assume a mob can heal/regen 50 hp/sec.
Scenario 1a: Assume you can deal 45 dps. No matter how long you fight, you'll never win.
Scenario 1b: You still deal 45 dps, but bring reds. Eating two reds would bring your dps up to ~56.5 dps. Now you have enough damage to actually make headway.
Scenario 2a: Assume you can deal 55 dps. Now you're making headway of 5 dps. You will be able to win after (MobMaxHp / 5) seconds. A mob with 2,000 health would take 400s (6m 40s) to kill. If you run out of blues, you won't win.
Scenario 2b: You still deal 55 dps. Instead of using blues, you eat reds. Eating two reds will increase that figure to ~69 dps. Now you'rea making 19 dps headway. You will win that same fight (2,000 hp mob) in ~105s (1m 45s). (This is a 4 red investment.)
Scenario 2c: You still deal 55 dps. Instead of using blues, you eat reds. Eating four reds will increase that figure to ~83dps. Now you'rea making 33 dps headway. You will win that same fight (2,000 hp mob) in ~60.5s. (This is a 4 red investment as well, just a different strategy for using them.)
The above are just examples with made up numbers, but you can apply the same principle to many long fights. Reds can be amazing at shortening hard fights.
[edit: Good grief, Sarrate. Can you be any more redundant with your phrases? *sigh*] -
Quote:Given that almost every damage skill for a Brute has a 400% taunt attribute, that secondaries are granted 400% taunt in Power Sink and Energy Drain, and that SR was ported to Brutes with an agro aura, it's pretty clear that they were intended to be more than anti-Scrappers. The amount of agro that a Brute draws, even if it was designed to feed Fury, is likely the reason Brutes are granted Tank caps. A Scrapper is just not as sticky as a Brute. In fact, I'd argue that the Brute might be a little too sticky relative to a Tank, and this is a bigger overlap than their damage encroaching on Scrappers.
Quote:The hit points and 400% taunt attribute are also there as well.
It works out to a full package of aggro duty. This doesn't make you a Tanker, this makes you capable of aggro duty.
The two are not one in the same.
Let's say Brutes did not have the taunt attribute, and the higher hit points, do you really think 90% resistance caps would have led the population to believe that Brutes are there for aggro control?
I wonder if the general playerbase, the ones that do not use mids or come to the forums, even know that Brutes have a 90% Resistance cap.
A taunt's MAG determines whether a mob is taunted or not. Think of it like a hold, that when the enemy's MAG is overcome, they're taunted. The catch is, most mobs have no form of taunt protection, so higher a MAG really doesn't mean too much. (This is where 'real numbers' is getting 400%. It's taking "MAG 4", a "4" in a spreadsheet, to be "400%".)
The second attribute to taunts is their duration. This is where you really see a difference in effectiveness. Basically, the longer the taunt, the more weight it has on the AI. It applies more threat when placed on the target, and it amplifies incoming damage/debuffs/etc more on a factor of 1000*remaining duration. It just so happens that both Tankers and Brutes (and all ATs) have the same InherentTaunt modifier, as well as the same scale taunt on their attacks / Taunt powers. (This, btw, is another mistake in my opinion. A Brutes' taunt durations should be lower.)
Sorry for the tangent.
I've heard that Brute Taunt only applies the -range debuff on its target, while Tanker Taunt applies it to all 5 targets. That does make Tankers a bit better at clumping up mobs. (I use Taunt for the -range all the time.)