Siolfir

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  1. Quote:
    Originally Posted by EvilGeko View Post
    Brutes have a .75 melee modifier and surpass Tanker damage at 4% Fury, not counting Bruising. Basically, Brutes never really do less damage than Tankers since you can get to 20-30% Fury just standing there letting them shoot at you.
    The numbers change once you add slotting (or, for that matter, any other damage buff).

    Using the really simplified damage formula: (base damage + damage buffs) * AT mod * resistance affects = final damage

    Without slotting:
    Tanker: (1) * 0.8 = 0.8 damage
    Brute: (1 + x) * 0.75 = 0.8 damage; (0.8 / 0.75) - 1 = x; x = 6.7%
    So unslotted and with no +damage buffs it's 4% Fury to exceed Tanker damage.


    Scale 1 attack, 100% slotting:
    Tanker: (1 + 1) * 0.8 = 1.6 damage
    Brute: (1 + 1 + x) * 0.75 = 1.6 damage; 1.6 / 0.75 = 2 + x; x = 0.133
    To exceed Tanker damage once the attack is slotted, a Brute needs 7% Fury.


    With Bruising:
    Tanker: (1 + 1) * 0.8 * 1.2 = 1.92
    Brute: (1 + 1 + x) * 0.75 = 1.92; (1.92 / 0.75) - 2 = x; x = 0.56
    So a Brute needs 28% Fury to equal a Tanker's damage once you account for Bruising.

    Not hard to do - it's 2-3 consecutive attacks - but it's a bit more than 4%.
  2. I love playing my Rad/Kin. Every attack has at least an Achilles' to keep up the -resistance while she's capped on +dam, and most of the attacks have a damage proc as well (Atomic Blast is an exception with none, and Neutrino Bolt and Irradiate each have 2). The animation for the PBAoE is fast, which means that you can react faster when you're in the thick of things. And Cosmic Burst gives you a hard hitting attack and mag 3 mez in one.

    While I haven't played Elec/Kin - or, for that matter, Electric Blast past level 25 - I'd go with Rad.
  3. Quote:
    Originally Posted by Test_Rat View Post
    Stalkers do less damage than tanks?

    Really?
    Not unless you're accounting for Tankers having more AoE attacks and persistent damage buffs. The post assumed identical modifiers for Tankers and Stalkers, then gave Tankers bruising to move them past. That's not really what's there, though.

    Tanker: 0.8 modifier, 20% resistance debuff. (1.2) * (0.8) = 0.96 effective modifier assuming they use their tier 1 attack.
    Stalker: 1.0 modifier. Regardless of the attack they use.

    On an AT-by-AT comparison, assuming identical attack chains and ignoring damage auras and/or AAO, Rage, Soul Drain, Blinding Feint, etc., the Stalker does slightly more damage.
  4. Quote:
    Originally Posted by Diesel Punk View Post
    Stalkers dealing 200% Additional damage with their controlled crits seems like a fantastic place to start, but overall I feel their damage could come up, at least to a 1, preferably 1.10 modifier in addition to that change.
    Quote:
    Originally Posted by Diesel Punk View Post
    Stalker: They have the lowest HP of the Melee ATs, and the lowest HP cap (On par with Corrupters and Defenders). [...] With a Melee Modifier of .9 though, [...]
    Stalkers have a melee modifier of 1.0 already, and they have the same hit points as Blasters - both base, and cap. Yes, that's the same cap as Defenders and Corruptors, but neither of those has the same base hit points - even with each other, since Corruptors have a few more hp than Defenders - and there's another AT that identically matches what Stalkers get, so it's a better comparison.
  5. Quote:
    Originally Posted by Necromatic View Post
    Just eliminate the purple patch effect for stalkers.
    Nah. It's useful for when you're higher level than things. Faster street hunting - on the few times I have to bother, usually for accolades - is nice.
  6. Quote:
    Originally Posted by Sarrate View Post
    Nitpick: The brute damage cap is 675% over base or 775% of base.

    ie:
    BaseDamage * (1 + 6.75)
    or
    BaseDamage * 7.75

    Combat Attributes shows the former, but don't forget the base 100%.
    Hm, good catch. I thought it was lowered to 675% instead of +675%, though - I was remembering the base, just thought the cap was lowered much more than it really was. Shows how often I play anymore.
  7. Quote:
    Originally Posted by SevereCalamity View Post
    For some reason, these people dont understand that that having more HP = more survivability, assuming you are talking about the same power set and same defensive numbers.

    I can see the logic behind thinking that the damage you lose is not worth the extra surviability, at which point that would be an opinion. Stating the SD scrapper is just as survivable as an SD Brute is just being ignorant.

    Edited because people don't know how to stay on topic and take everything you say out of context.
    *shrug* I'm not arguing about whether or not more hp means more survivability or not; what I'm suggesting is that once you reach the survivability point where the mobs die before you in 99.999% of the in-game situations - which most well-built DM/SD Scrappers can achieve - then anything beyond that is completely irrelevant in discussing anything beyond corner cases.

    For what it's worth, I was using the whole "fewer hp/lower hp cap" to push for Stalker changes a while back. I think I get the argument.
  8. Quote:
    Originally Posted by BrandX View Post
    Hmmm...maybe just fixing Placate/Hide so it's not so wonky. Or just Placate. It puts you in hide status and can keep you there untill you attack, that way you can placate > Assassin Strike hard targets without having the placate's hidden status wasted.
    It'd be nice if the Placate magnitude was high enough to affect EBs - it works like any other mez, albeit one not affected by PToD, and it's only mag 4. Assuming you've got sufficient DPS to eventually wear them down, it can be easier to survive against an AV than the downgraded EB version, just because you can actually use Placate. Then again, if you just pop a lot of reds and hit the damage cap, you can tear through EB hit points fast enough that it often doesn't become an issue.

    On top of the magnitude issue, while most debuffs that Stalker primaries have are ignored and don't remove the Placate from the affected mob, some cause it to "break".
  9. Quote:
    Originally Posted by Big_Soto View Post
    Just had an idea....anyone want to make a shield defense super team? The defense from Grant Cover and Phalanx Fighting would be insane.


    Phalanx Fighting
    Fighting very near your allies allows you to deflect attacks much easier. You will gain a small bonus to your melee, ranged and area of effect defense this bonus grows for each ally near you. This power is always on and costs no endurance.
    Anything past "3 Allies" on your chart is the same as with 3 due to the max target count.
  10. <long post of useless junk based on incorrect assumption of where the Brute damage cap really was deleted>

    don't mind me, just cleaning up...
  11. Quote:
    Originally Posted by Lady_of_Ysgard View Post
    Speed: Burnout. Instant recharge on ONLY Primary/Secondary powers. Not accolades, not inherents, not temps, not Incarnates. Primary/Secondary.
    Teleport: Long-Range Teleport: Teleport to any other zone you can access normally (Unknown if this allows Vig/Rogues to teleport to every non-PVP zone in the game or not.)
    Leaping: Spring Attack: Mini-Shield Charge, not as good due to being in a pool instead of a P/S powerset.
    Flight: Afterburner: According to something I read somewhere, this CAN be slotted for more +MAX flyspeed boost, making it a power you'll want to put an extra slot into.
    I'll probably never pick Burnout up, but a double-Sleet, double-Heat Loss, double Blizzard could be really amusing on an Ice/Cold Corruptor. -120% resistance before Achilles' procs boosting twin Blizzards? Yeah, I can see only needing that once every 30 minutes (and wanting it every 30 seconds).

    Long-Range Teleport could be really useful if it really means "any zone you can access normally" instead of "any zone that's on a ferry/train stop"; I'd imagine it would shave a lot of time off of Shard TFs. If it's just the ferry/train zones I'll never end up with it, though.

    The value of Spring Attack depends entirely on the numbers, but an AOE tele-attack in a power pool - especially the one I almost always end up in at least for Combat Jumping anyway - could be fun.

    Afterburner still just seems "meh" compared to the others.

    Also, are Khelds getting Afterburner and LRT added to their inherents, or is it safe to assume that they're left out in the cold again?
  12. Quote:
    Originally Posted by Diellan_ View Post
    There's a reason that green inspirations and self heal modifiers are based on a percentage of your maximum hit points, ditto Regeneration. The only case where it's "easier" to reach max HP is when you are getting healed by an outside source, like another player or a Lore pet.
    Highlighted portion is false, and was pointed out as false earlier in the thread.

    So, since some people still don't get it...

    HEALS ARE NOT A PERCENTAGE OF MAX HIT POINTS.

    Regeneration is affected by your current max hp. Heals are not. The modifier does not change based on your hit points. It is based solely on your AT.

    Thank you. That is all.
  13. Quote:
    Originally Posted by Syndace View Post
    Stalker's are great at focusing on the hard targets that give the rest of the team massive headaches, especially in the lower levels. From levels 6-40 I can excel on most teams. However I would have to agree that closer to level 50 stalkers lose a lot of value in many areas. Other AT's get much stronger and stalkers do not receive and added value imo. They are great for PvP though...

    Any one of my doms can dish out more damage than any one of my stalkers in PvE at 50.
    And any one of your Dominators can take problematic mobs out of the fight in less time than the Stalker. It just usually involves a control instead of burst damage.
  14. Quote:
    Originally Posted by SevereCalamity View Post
    This is the funniest thing I read all day, and also the worst logic ever.

    2000 HP character gets hit by 1200 damage = 800 HP
    1800 HP character gets hit by 1200 damage = 600 HP

    If both get healed for the same amount, say 600 HP, then the bigger HP character would still have more health than the smaller one. Having max HP is in no way a liability. Just because it may take more healing to get to max HP on the higher HP character does not mean than it is less likely to survive the next hit.

    The reason that it's so funny is because it actually takes the same amount of healing to restore full HP either way.

    If either character gets hit with the same amount of damage, they would both still need the same amount healed back.

    If both characters were to get one shot, even if they both only got healed back up to 1800 HP, they would still both have 1800 HP. There is no liability here at all.
    I'm not going to try to defend the statement that more hit points is a liability in any other case, but the example was in dealing with the one-shot code. This situation is so rare that it really does break the rules and you're better off hitting your max hp at a lower number.

    Hypothetical example:

    1800 hp Brute.
    1500 hp Scrapper.
    1100 hp Corruptor.

    Some autohit attack deals 2000 damage of an unresisted type. It'll recharge in 10 seconds.

    One shot code kicks in, leaving all at 1 hp.

    Any further attacks coming in cause the character to die. None of the characters have the max hp to survive getting hit by the attack at anything less than their hp cap. At the hp cap, they live at 1 hp.

    What was being said was that in this case, the character that can get to the cap earliest is the "safest". The Corruptor needs to get 1099 hp back in 10 seconds, thus needing the least amount of healing and/or regen to hit the cap. The Scrapper needs to get 1499 hp back, and the Brute 1799.

    Is that a normal environment for the game? Hell, no! But is it a rare and cherry-picked case where having lower max hp actually means it's easier to survive? Sure.

    As a side note, "sufficient" survivability is all that's needed to take and hold aggro for a team. Most of the /SD Scrappers I've seen have plenty to run at +4/x8, and AAO means that they hold aggro just as well as the Brutes. Those observations drastically affect my feelings on the set for Brutes - who in general I prefer to Scrappers, which are preferable to Tankers. Just not for Shield Defense.
  15. I'm one of the people that you usually see pop up in the "buff Stalkers!" threads - I even started one.

    I also explained in my first post in it that I like playing Stalkers, and think that they do just fine in actual play. The issue that started the whole thread is that the devs made an attempt to balance the melee ATs - by lowering Brute's damage cap and easily-maintained Fury level, while also giving Tankers Bruising and a higher hp cap and leaving Scrappers as the apparent baseline - and left Stalkers completely out of the loop. This while Stalkers will almost always do less damage than Scrappers, while having less survivability due to lower hit points and a lower hit point cap. My issue with Stalkers is the devs' inconsistency in how they're handled.

    I actually like how they play, at least solo, because a lot of the time I prefer planning out encounters and having success or failure dependent more on how I play than how I build. If I want to just mash buttons and watch things fall down, I have a (bunch of) Brute(s) for that. But numerically they aren't really balanced with the other melee ATs... they're just close enough for me to still enjoy.
  16. Quote:
    Originally Posted by Deus_Otiosus View Post
    I also think what I said above replies to most of this, 2700 to 2800 HP is a very large gap, which also increases Regen and heals from Siphon.
    Nitpick: regen is increased, the value of the heal from Siphon does not. It's larger for Brutes based on their hp modifier, but not based on whatever max hp you manage to get out of the build - a level 50 Scrapper at the hp cap will have the same heal as a level 50 Scrapper without any +hp powers, set bonuses, or accolades.

    And again, a Tanker will have a larger heal value and more survivability, and will be able to build for much better recharge while still maintaining softcapped defense values.

    If you want damage, go Scrapper. If you want survivability, go Tanker. If you want to go with a different secondary, go Brute.
  17. Quote:
    Originally Posted by Jeuraud View Post
    Something to note about Shield Charge is that it is not effected by Critical but is affected by Fury.
    The Scrapper can exceed what Brute Shield Charge does at its damage cap (400.4) with 100% slotting and around 66% extra +dam. That's almost a joke to hit with AAO and/or Soul Drain.

    I mentioned Tankers because they'll have even more hit points than the Brute, more resistance numbers, and are much easier to softcap. My SD/SS Tanker is routinely damage-capped with stacked Rage, AAO, and slotting, and Tankers get Brute Patron Pools and have higher base damage - which affects Shield Charge.

    The reasons to want Shield Defense - AAO and Shield Charge - are minimalized by the Brute AT's lower base damage, the permanent +damage that Fury provides giving a lower percentage boost in damage dealt compared to the other ATs, and the pet damage cap that Shield Charge has preventing Fury from boosting it into actually being comparable to the higher base damage the other ATs get.

    Or, in other words, what I said before: there is no reason to make a Shield Brute, unless you simply don't like Scrappers or Tankers.

    And this is from someone who prefers Brutes to either. The set's strengths just don't work as well for them as it does for Scrappers, Tankers, and - if they had it - would for Stalkers.
  18. Quote:
    Originally Posted by randomhero6 View Post
    I'm curious as to why you think it is solo sonic/rad is done better as a rad/sonic def
    Here.

    But essentially, yes: the higher -res numbers means more damage on the Defender for most of the fight. Even though Corruptors supposedly do more damage.
  19. Quote:
    Originally Posted by Organica View Post
    A. Working on IO builds for three new fifties at once is kind of a pain. Even though each of them was mostly finished before fifty... trying to polish off each build now that they're 50 makes my head hurt. It's much easier to concentrate on one character at a time.
    Yeah, tell me about it. I still have seven or eight 50s that I haven't put IOs on from the last double XP weekend, and about a dozen that I just didn't feel like using a respec to get inherent fitness on.

    Needless to say, I didn't mind this double XP being pushed back at all... without incarnate xp being doubled and my bases already set up, the only thing it would be is double inf on drops and a chance to get the last 12-13 levels on the 3 non-50s I have on my home server. Inf is generated much faster on the market, and I already have too many idle 50s!

    Grats on yours tho!
  20. Quote:
    Originally Posted by TheBruteSquad View Post
    Screencaps of the new playstyle tab in the I21 character creator floating around at Massively describe the melee damage role like this:

    "Your playstyle focuses on devastating attacks made from melee range, with Archetypes like the Scrapper, Stalker, and, to a lesser extent, Brute."
    Unless there are some unannounced changes for the AT coming in i21 - which I suppose is possible - the screencaps are simply another case of "don't believe what you read in the text descriptions". Solo, the Brute will probably do more.

    Assuming 65% Fury, which is the number that Castle said he tried to tweak the gain/decay rate to leave maintainable, and each AT uses the same attack slotted for 100% damage:
    Stalker: 1.0 (AT mod) * 2.0 (100% damage slotting) * 1.1 (10% solo critical rate) = 2.2
    Brute: 0.75 (AT mod) * 3.3 (100% damage slotting + 130% from Fury) = 2.475

    Just for giggles...
    Scrapper: 1.125 (AT mod) * 2.0 (100% damage slotting) * 1.1 (10% Lt+ critical chance) = 2.475

    Note that this is also assuming that the attack has a full critical: Energy Melee and Kinetic Melee both have heavy hitters that either don't, or only partially, critical.

    <snipped due to incorrect damage cap value used - suffice it to say a Brute will outdamage a Stalker most of the time with a reasonable amount of Fury, and only additional teammates nearby helps the Stalker out>
  21. Scrappers.

    There's really not much reason I can think of to make a Shield Brute, unless you just don't like Scrappers or Tankers.
  22. *

    That's a good primary for a /rad solo Corruptor.

    My first character was a Rad/Rad Corruptor, my first 50 was an Ice/Rad Corruptor and it was actually much easier to solo with; Sonic/Rad is better done as a Rad/Sonic Defender, but still is great on a Corruptor, and if you just want things to die, Fire/Rad.


    Edit: welcome to the forums!
  23. Quote:
    Originally Posted by Reppu View Post
    . . . I win at typing! That aside.


    Hrm. I've seen KM/ELA and KM/SR pushing 200-300 DPS, for Scrappers. Depending on how often Power Siphon is adorable.

    Curious, this. Looks like it'd be more worthwhile to wait.
    I would expect Power Siphon to push Scrapper numbers well past what Stalkers can achieve - the +damage buffs are longer duration, you only need 3 of them stacked to go past Stalker Build Up's +80% damage, and they have higher base damage to start with. That's why I commented about Scrapper numbers blowing away the Stalker numbers - even with perma-BU - above.

    That said, I didn't even bother to check the chain to see if it was "optimal", and it didn't contain any procs whatsoever. That's why I'd be curious to see if someone else has better numbers for Stalker KM.
  24. Quote:
    Originally Posted by Stryph View Post
    Speaking of which does it have some special crit chance like Eagle's Claw. Of course the ideal 100% crit on success is just a dream but I do find it triggering quite a long - making canon runs in Lamda on my KM/Nin quite entertaining.
    Well, if the out-of-hide chance was tweaked at the same time that the from-hide chance was, then it might follow the same as all the other Stalker critical chances: 10% + 3%/teammate within 30', up to 31%. If it wasn't changed at the same time, then it was listed as a flat 20% chance for both Scrappers and Stalkers to recharge Power Siphon or Build Up respectively when it came out.

    Of course, you could force it into working with Placate, but that adds animation time where you aren't actually doing damage and an impossible level of recharge while still using that same chain.
  25. Quote:
    Originally Posted by Shadowy_Dream View Post
    Im sure this is a stupid question, because I am 99.9% sure I already know the answer, but since i don't have a high level stalker to check on, this seems like the best thread to ask in...

    I assume the ingame numbers help and red tomax's site have the correct values for stalker blaze mastery, as opposed to mids which states unslotted RoF does 181 damage and unslotted fire blast does 137? I mean, it would be ridiculous if those numbers were accurate, and i know people would be using them for their chains in this thread if they were, but just figured i should check .

    Of course, if those are accurate, i think I would finally be able to build a "melee" character that I enjoyed
    I'm fairly certain that Mid's still always counts the critical on the PPP and APP ranged attacks (and I'm not sure why it does, since it works for other things).

    So yes, the damage numbers you see in-game and on City of Data are the ones you should look at. Stalkers don't do more damage than Blasters with those powers... although they do get a 100% critical rate on Fireball from Hide, unlike Ball Lightning's and Disruptor Blast's 50% or the no "from-Hidden" critical from anything in Body, Darkness, or Weapon Mastery.