Starsman

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  1. Quote:
    Originally Posted by Grey Pilgrim View Post
    Bruise is unresistable? I thought I saw in the notes at there that it is resistable. Or has that been changed?
    It is resistible, but it ignores purple patch. Reason it ignores the purple patch is because it is a granted temp power that makes the target debuff himself, making the target (the critter himself) technically even level.

    If the foe has resistance, though, the debuff will be resisted.

    Keep in mind, though, that even when the foe has resistance you are still boosting your damage by 20%.

    Quick example:

    foe with 90% smashing resistance

    A punch that does 100 points of damage will now do 10 points of damage.

    The resistance will make the -resist -2%, making the foe 88% resist.

    At this point the 100 point punch becomes 12 points, a 20% increase to what it would be without Bruise.

    This is why I say it's a flat 20%* damage buff despite level.

    *Attack chain changes can make the true impact of the buff less than 20%. In some early testing the worse situation still yield a 12% buff.
  2. Quote:
    Originally Posted by BlackSly View Post
    I'm pretty sure that it would be possible to change it from:

    20% debuff, not stackable from any source, to:

    15% debuff, not stackable from any source PLUS
    5% debuff, not stackable from the same source.

    So it would still be 20% solo, but each additional Tanker hitting the same target could add another 5% debuffing.
    The one really good thing about the Bruise effect is that it ignores the purple patch, meaning it's always a 20% damage boost. This aporach would make the stackable segment be subject to purple patch degradation.

    The max debuff I'd give a team of 8 tankers would be 60%. Anything after that may be "too much." I guess if the 5% stack-able was on top of the 20% instead of a portion of it, it would work nice (20% + 5%*8 = 60%)

    Actually, perhaps if the T1 added this strong bruise, and every other tanker attack landed a -5% for CastTime + 1 seconds...
  3. Quote:
    Originally Posted by New Dawn View Post
    Isn't there a depreciation change of some sort? Is there a curve to that? I not been following Brute changes plus at work so can't spare oodles of time sifting.
    There is a "curve" change (the curve always existed it just kicked in at 90%.) The first chunk of fury may be faster to get (specifically, the fisrt 40-50%) but after this it starts to get slow to get past 60% (the point brutes tie up with scrappers in damage.) Given they will want to get there as fast as possible, they will still desire aggro for longer.

    In fact, the reason some people argue against improving tank aggro management in the beta forums (and the slip in this thread) is that brutes don't want the tanker stealing the possibility of them retaining as much aggro as they want without any effort (they seem to accept tankers using taunt to do it but they refuse to use taunt to get aggro off gauntlet.)

    I honestly don't blame them, because fury generation from offense technically caps lower than fury generation from tanking.
  4. Quote:
    Originally Posted by New Dawn View Post
    Brutes shouldn't need to maintain initial aggro (alpha) to maintain fury.
    Brutes were also changed. They need much more time to build up fury, meaning an alpha is no longer enough.
  5. Quote:
    Originally Posted by Rajani Isa View Post
    I don't know if they could cap it, but it would be possible to make a "barely stacking" bruising - basically using the same tricks as front loaded auras. I have no idea of how cludgy this would end up being, however.
    You could cap it but you would also have to prevent the tank from being able to use bruise again until the previous bruise expired. So let's say Bruise lands, you could not bruise a secondary target for another 10 seconds.

    This would open the doors to set a cap of, lets say, 3 stacks of bruise. Anything higher than 3 stacks would fall into the "way too much" territory.

    Now, if all tankers would have bonus damage against bruised foes, making a second tanker take extra advantage of another tanker's bruise... that would be a more controlled way of "stacking tanks."
  6. Quote:
    Originally Posted by JulioThom70 View Post
    Starsman, this is a net buff to Tankers
    It is a buff, yes. It's not enough to compensate for the introduction of Brutes to the everyday hero life.

    Also:
    Quote:
    With the HP buff, they are THE toughest AT in the Game.
    They are POTENTIALLY. That HP buff is very situational in benefit and just makes sure a brute with a lot of ice corruptions buffing him can not be stronger than a tanker in the same condition (and also helps tankers who are hitting the HP cap too easily at high levels.)


    Quote:
    Bruising helps increase soloing speed and is a force multiplier on a team.
    20% is not that strong of a force multiplier, specially on a single target base.

    Let's assume a tanker can keep bruise 100% of the time in a foe, so every single hit by his allies is amplified by a full 20%, and no one ever hits an unbruised foe (this means just pure ST fights and the tanker always being the first to hit and not miss.)

    To keep things simple, lets imagine a team of one tank and all scrappers, compared to pure scrappers (we could do the same with blasters or any other AT but I picked scrapers just for simplicity)

    Code:
    1    01.9    02.4    -20.6%
    2    04.7    04.7    -0.3%
    3    07.5    07.1     06.5%
    4    10.4    09.4     09.8%
    5    13.2    11.8     11.9%
    6    16.0    14.1     13.2%
    7    18.9    16.5     14.2%
    8    21.7    18.9     14.9%
    So with 7 other DPS you could bring up to about 15% extra ST damage, if everyone is attacking your same target. Lot's of if, impossible lots of if. This can just go down to AV fights.

    If there are brutes in the fight, unless you spam taunt (and pray none of the brutes is doing it too), you will not hold aggro from the brutes, so you are there just dpsing and bruising. Would you consider, 15% more dps during AV fights, reason enough to make tankers better support ATs than:

    Controllers
    Dominators
    Defenders
    Masterminds
    Corruptors

    Specially since almost all of the above (exception being dominators, who can push a lot of damage) can bring insanely stronger damage buffing to the team?

    Bruising is good, I wont deny it. But it wont make you even the second best option support AT. If it applied to all Gauntlet effects, making it AoE, then perhaps things would be different, but it seems the devs intentionally don't want this (not to mention it would amplify FURTHER the redundancy of a second tanker.)

    Quote:
    Brutes don't make Tankers obsolete. Scrankers? Yes. Tankers? No way.
    The presence of a Brute make tankers role unreliable, and I don't think this will change based on this quote:

    Quote:
    Originally Posted by Castle View Post
    Taunt is not "mandatory" for Tankers and nothing in this change makes it so. A Tanker is not meant to be 100% effective as an aggro magnet, just as a controller is not meant to be 100% effective as Crowd Control. The fact that these AT's come as close as they do is pretty darn cool, though, don't you think? Super even.
    [that was in response of a long chain of posts about Taunt being mandatory to taunt for Brutes that wanted the tank to tank for them]

    So the fact that brutes will steal aggro constantly from tanks seems to be "meant to be."

    Off course, when Controllers cant be 100% effective at Crowd Control they still can be insane power multipliers thanks to their buffing secondaries that have no stacking restrictions, but that's a point for another to argue.

    Oh but all this goes to this:

    Quote:
    Brutes don't need Tankers to tank for them. Tankers are supposed to protect "squishies". Brutes are far from squishy.
    Not all brutes are IOd to the gills. Tankers are meant to support the team by using his extremely high survivability to soak in the damage. Villain side, brutes have 3 ATs babysitting them: Corruptors, Masterminds and Dominators. Without this babysitting, brutes end up not being able to survive all they take in, and the tank can't provide this support for them. 4 of the alternative support options(Corruptors, Masterminds, Controllers and Defenders) can make the brute into a tank replacement.

    Finally: If tankers are only meant to protect the "squishies" (and I heavily disagree with the point,) then you are further narrowing it's team utility to a point where the tanker is even less useful of a support AT, making tankers even less useful for a team that is not composed of pure blasters.

    Edit to add:
    I already posted a lot on this, I have nothing new to say. Just posting my opinion in the open forums. You disagree? Then enjoy the game.
  7. For the record: Although the Bruise debuff is on all T1, it does not affect the T1 power itself (at least not unless you use it again after the first application.)

    In short fights this means the "advantage" many may see in Energy Melee's Barrage is not there. You cant apply Bruise and take advantage of Barrage with Bruise, you have to wait for it to recharge (not a short timer) before you can apply it with Bruise.
  8. Quote:
    Originally Posted by Grey Pilgrim View Post
    I like the Bruising concept... it's nice, and allows for a little change/buff to tanks. I think it's a great idea. I'm less keen on the lack of stacking for tanks. That is one arguable thing you could say about tanks (that having more than one isn't "needed"), and bruising doesn't help much with this, as you're only facing multiple AVs at so many times, even if this will help with multiple bosses.
    This.

    My short but strong list of tanker issues until today:

    1. Gauntlet does not grant too much benefit solo (i never agreed much with it)
    2. Tanker, at least solo, is meant to leverage slow killing by surviving longer, but pays the same endurance for less damage than any other AT (except defenders) making it not realistic to honestly "last longer" fighting.
    3. After you have the first tank, the second tank is arguably the lest optimal choice you can get on any team. A second tank is to be picked only under the following conditions:
      1. Nothing else lfg and need to fill
      2. Buddy wants team
      3. First tanker just refuses to tank and dont want to kick him.

    With Going Rogue and Bruise this gets slightly modified.

    Item 1 gets removed as now solo, gauntlet does something.

    Item 2 also improves. Solo endurance issues, get alleviated (at tops, this sort of increases endurance efficiency by up to 20% in single target)

    3 does not change.

    A new item gets added: Brutes are now hero side. Their fury generation heavily favors grabbing aggro, making tankers in a team wit a brute counter-productive.

    In addition to that the brute gets to generate more hate than the tanker (taunt duration [same for both] * threat mod [same for both] * damage [much higher for brute]) meaning a tanker can only provide tanking service for a brute if the tanker spams taunt and the brute never uses taunt. This means brutes are nearly immune to the benefits of having a tanker in the team, while at the same time any other support AT (all of them buffers) can turn the brute in a tank. Brutes are a popular AT and in many teams the tanker will be considered the worse support AT to pick and the worse dps at to pick.

    In theory you could argue that a tanker at least can bring Bruise, but a small calculation of team sizes show that in no case is the buff enough to make the entire team do more damage than replacing the tanker with any other AT. Much less when you consider Bruise is Single Target.

    All this rolls up in one new item:

    1. Due to Brute incompatibility, Tankers are now the worse support AT and the worse DPS AT with only survivability as a selling point.
  9. I never watched this show. I think I should start doing so.
  10. Starsman

    So... Stalkers.

    Quote:
    Originally Posted by EvilRyu View Post
    I dont know about this, recharge doesnt help much once you already have a certain amount slotted besides its not like you can your attack chain to be Focus, Focus, Focus, Focus, etc...
    For one its definitively made to help more with players that are not boosted with recharge to the hills, nothing in this game should be balanced around such builds, anyways. Second, any set that's not claws will be happy to shave a few more seconds off Build Up.


    Quote:
    The speed boost is useless since attacks root you anyways and they would have to find a way for travel power supression to fit back into this.
    First off, I said it would only work while hidden, it would suppress in combat. It's more about adding the stalker more mobility while hidden. If solo their biggest pro is being able to get to the end boss faster and finish the mission quickly, may as well make sure they can do this faster than anyone other AT with Stealth (unless they have super speed and stealth.)


    Quote:
    ...what think should happen with the placate power is instead of it removing the stalker from the hate list, how about it removes the entire team from the hate list instead? Think of it as using it to save the more squishier teammates.
    That may kill more teammates than you may think. Imagine: team dependent on tank to keep them save. The stalker placate, removes everyone from hate list, even tank. Next clock cycle the critters see random players and attack whoever they see first.
  11. Starsman

    So... Stalkers.

    Quote:
    Originally Posted by Zyphoid View Post
    What I really think needs to happen is make placate a pbaoe.
    Placate could become a cone, but it will never become a PBAoE. For one, the animation does not fit a PBAoE. Second, such a thing would intrude with Ninjitsu's gimmick of having a PBAoE placate effect on a high recharge timer.

    Quote:
    Also, increase their crit from x2 to x3 much like some weapons in D&D.
    That would be an insane boost in burst damage.
  12. Starsman

    So... Stalkers.

    Quote:
    Originally Posted by Kractis_Sky View Post
    100% bonus to movement in shadows? Well, if you say so. Sounds high to me, but I still like the direction your taking them. Light, fast and hard hitting, with more of a stick-and-move feel than toe-to-toe.
    100% enhancement is not 100% bonus to movement. It would just make the buff from powers like sprint give twice their base boost. Example numbers just for example purposes (not real numbers)

    Base speed being 3x per minute.
    Sprint adds 4x per minute
    Total of 7 x per minute.
    With 100% enhancement from Hide you make 12x per minute.
  13. Starsman

    So... Stalkers.

    First off, I have not read through the entire thread.

    I think that any boost to stalkers should come in the form of improvement to stalker tools, not an increase on direct survivability or damage/buff modifiers.


    Here are some interesting ideas that cross my mind:

    A) Placate gives the player a 5 second 500% recharge buff. The effect of this would be dependant on how much recharge you have in your build. If all your powers happen to have 95% recharge, and you are running hasten, it would be as good as good as speeding recharge of powers for up to 11.75 seconds (after the 5 seconds are through.) Without any enhancement you are buying yourself 20 seconds on all powers after the 5 seconds are done.

    This includes the recharge of Placate itself, as well as any survival click power, attack or buildup.

    This would give placate not just increase the utility of Placate, a stalker identity tool, but also make the stalker "move faster" in the shadows. Even if you get knocked out of the shadows you still will benefit from the recharge buff for the full 5 seconds. It for sure makes Placate much more useful in teams.

    B) Alternatively, not conjointly, reduce the recharge of Placate and to 40 seconds base and make it a 3 target cone. This would allow for more often use of Placate and less chance of being knocked out of shadows by the neighbors of your target.

    C) Make hide, the power, grant users a global run/jump/fly enhancement, about 100%, doubling the effect of any travel power you may have active, but only while hidden. This is more of an utility boost and may work cool with any other change.

    D) My final option right now is to give all non T1 or T2 non-AoE attacks a chance to proc Placate effect + Stealth to enable a critical.


    My main idea here is make stalkers work more like their anime equivalent. You know, those ninjas and other odd characters that show up, poof out, and strike again extremely fast and often. "Often" being the key word here.
  14. Quote:
    Originally Posted by poptart_fairy View Post
    Nor is there an excuse do stuff that you know will get you disciplined, tbh. Find another way to goof off.

    And yes, I do have experience with this sort of thing. It's precisely why it annoys me seeing people like go on about it, because people like me ending picking through the ******* slack.

    Says some one who's post history shows enough posts during weekdays, from 6 to 5, to get him in trouble with most companies that do these kind of scrubbing.

    Even if you used Lunch Hour as an excuse (note: you have many posts spanning outside of any realistic "lunch hour") I highly doubt you are in the minority that lives close enough to work to go there for lunch, catch up with the forums and comes back to the office, therefore you are still using company resources to access the internet. I could be wrong, you could work extremely odd hours, but that would almost take you out of the entire "standard desk job" category I was talking about.

    Heck, if these where Blizzard's RealID forums and I was a troll, and y ou happened to have a realistically easy to track name, I could end up sending your employer a list of all the posts you been making during work hours (you can be sure we can get that info to make a reliable report.) Only the most family-like workplaces would ignore such a report, if presented properly.

    That brings to mind, if more companies follow suit I could make my own reporting startup company selling this information to employers! Hmmmm
  15. Quote:
    Originally Posted by TrueGentleman View Post
    Here's one scenario of how Real ID can now transfer in-game trolling to the real world, from a post that was subsequently deleted from the official WoW forums:


    He elaborated on how this happened further down:

    He's now having to use the Parental Control workaround to cloak his Real ID in game, but if that doesn't work, he should consider at the very least complaining to the ESRB, which certifies Blizzard's privacy policy.
    That is indeed an interesting story. Although to a point I can see the guy preventing that one, unless he was ignorant about the "friend of friend of friend being able to see your name" with the RealID feature. I know I didn't know that until yesterday either. Fortunately in game I just keep a real life friend hooked in RealID and he only has me in his list too.
  16. Quote:
    Originally Posted by poptart_fairy View Post
    Yes, how dare companies make sure company time is spent on the company.

    Jesus. This is the only opposition to RealID I find absolutely laughable. Concerns about security are one thing, but evading the consequences of goofing off is quite another.
    Perhaps you dont really have a clue what it is to work at an office. There is no desk job that is hecktic enough to keep you working every minute of the day. There is a lot of iddle time across the month. A lot of salary workers are paid of the idea that they are expected to complete tasks when needed, not because they are expected to grind their butts.

    Additionally, mental exhaustion has been found to be worse for an employee than physical exhaustion. It is expected for most of these employees to chill out a bit.

    As one of the IT guys I can assure you: EVERYONE, WITHOUT EXCEPTION does this. The issue is, execs don't really think much along those lines. Companies have taken the policy to snoop around the web for your footsteps. Even if your manager is perfectly fine with you browsing the web 80% of the time (yes, there are positions that are so important that we pay them salary to be there 100% of the time, only so they are at hand when needed even if this is just 20% of the time.) Do you expect a full time receptionist to just sit there reading magazines all day long if there is no one to attend to? Our receptionists are idle about 90% of the time. We just need them there for that 10% of the time when some one calls in or a package arrives, or some one may show up for a meeting or interview.

    It wont matter at the end how legitimate or even how manager approved the use of the internet at work is, though. I am still to see a single contract that does not clearly specify the use of any network resources for not business use to be strictly forbidden, and an employer will use this against you.

    Many companies have actually gotten in trouble for this, at the lesser case they have been received public degradation, but the repercussions have not been drastic enough for them to stop doing it. Many execs think they are doing "the right thing."

    Also keep in mind, not only is too much online activity linked to your name during work hours that can get you in trouble. Co-relating your name to company bashing of any kind can also get you into disciplinary action. This can be things as simple as you saying "i hate my job." (One of the queries that is specifically looked for, btw.)

    I'll stop here though, because truth be told, if you honestly think the way you post, you have zero experience in a job that sets you in front of a computer for 8 hours nearly without any human interaction.
  17. OK, I'm late to the discussion. Been sort of away from these forums for a while, guess where I been? Let's just say they may also loose me as a costumer.

    Anyways, I have posted this somewhere else and will post it here too:

    I find many things wrong with this. The simplest one is the idea of "it's opt in, as you can just not post in the forums." I recently had my wow account hacked and the first thing they require you do is go to the forums and start a thread so a mod can look at your account and remove the authenticator the hacker likely added to your account. There are many other forms of support that require this line of action for you to get resolution.

    That aside, we all know that most players post in forums in their "idle time" at work. I work in IT, and I know what companies, specially large ones, tend to do. We make constant searches online for employee names, find Facebook pages and try to associate obvious online activity to our employees records. There are many things that can get employees in trouble, from harassment of other employees, open company demoralization and, the simplest of all, too much work-unrelated activity during work hours.

    I can see many people's jobs being threatened by this. I have not read deep enough, but I pray they don't dare do the change retroactive to all posts that have been made in the past. Many won't have any way to escape online life snooping from their employees, and huge disciplinary actions should they find hundreds of posts in a gaming forum during work hours. I'm actually glad I only posted in WoW forums that one time I needed help with my account and that post was done a Sunday.

    I can tell you I'd be fired in a heartbeat if NCSoft did this to us due to the amount of posts I have made during work hours, even if this was during honest to god idle time.

    In the end, you can be sure the reason Activision is doing this has nothing to do with trolling or anonymity. If that was even an issue they would had turned off the ability to swap handles on the fly a long time ago and force players to pick one permanent handle.

    No, Activision has bigger plans in mind, they are likely attempting to turn Battlenet into a social networking service for gamers, and plan to enter full force by opting in all their players to inflate a day one market share.

    At this point I have been two days without logging into WoW, been giving a RL friend of mine the excuse that I'm burned out of the game but truth is this has me annoyed to a point where I don't want anything to do with the company. I would not be shocked if the next announcement is that they will add RealID to the armory and not just keep the RSS of achievements but also of logins and logouts for the world to see when I was there and when I left. That's another thing that could get me in heavy trouble with my employers right now.
  18. Quote:
    Originally Posted by Roderick View Post
    Only because you're using the wrong version. Like the Wikia version of Paragonwiki, that site is no longer updated. Try the version found on the Titan Network, and it's fully up to date.

    Note that links found on paragonwiki.com point at tomax.cohtitan.com and vice-versa.
    Wow... didnt know about that....
  19. Quote:
    Originally Posted by Andferne View Post
    Which I am fully aware of. As it is CJ also has a slightly higher Defense rating and it also increases your traveling(jumping) all while costing significantly lower endurance as you showed above.

    I would of thought since all Maneuvers does is increase your defense and team mates while costing a heck of a lot more End. That it would be better (in that department 'Defense') than a power geared around travel, which helps in more areas and better at it while costing less.
    It all depends what AT you play and what you are looking for in the power.

    In the hands of a tanker, who is best at self protection, Combat Jumping offers 2.5 defense at .07 endurance. That's 0.028 end per delivered defense point.


    Maneuvers, though, will yield the tanker 2.275 defense for .39 endurance. A Hefty .171 endurance per defense point delivered. However, if the tanker is in a full team, you multiply that by 8, at this point Maneuvers is delivering 18.2 defense (distributed through the team) for .39 end. That's .021 defense per endurance used. That's actually darn frigging efficient, once the power does what it was intended to do: buff teams.

    If you are a defender, things get even better. The defender yields 3.5 defense to each user. Once you apply that to 8 teammates, we talking about 28 total defense for .39 end per second, or .014 endurance per delivered defense point.

    Closing point: Maneuvers is very well balanced as long as you use it for what it was designed for: buff groups.
  20. Quote:
    Originally Posted by NezuChiza View Post
    As for those charts, I can't find any DPS chart by Starsman,
    Here are the most recent charts I made:

    50%
    250%


    The charts where they were at spot 7 must be an older one where I had all sets regardless whether they were available for scrappers or not. I intentionally round my results to 1 decimal point now because I don't like people quoting a set is lower than another just for a .001 difference that is on itself just a "ballpark" estimate.


    Quote:
    Everything is supposed to be the same it seems.
    Not sure if you are being sarcastic or not, as I have not been keeping up a lot with the thread, but not all things are supposed to be the same. There is no magic formula to balance all aspects of the game, just rules to attempt certain things to get out of hand (like damage.)
  21. Quote:
    Originally Posted by Bill Z Bubba View Post
    Oh goody, yet another "fury is hard to maintain" champion.
    To maintain fury, you need to maintain combat. You cant just jump without aggroing anything and without anything being aware of you with full fury.

    From this point on, refer to the stalker notes that I have made twice already.

    Quote:
    Just like perma followup breaks the correlation between brutes and scrappers? Oh wait, it doesn't.
    Since the topic actually makes more sense from tankers to scrappers, how does perma Blinding Feint affect the tanker/scrapper correlation? 6% (X * 1.46) instead of 10% (X * 1.50). You may find a trivial issue, however DB was designed, for some crazy reason (balance perhaps?) to be lower ST dps even with this tool. Same goes for claws.

    Oh and for the sake of it, if you go into double stacked rage, then you jump into X * 1.56 instead of X * 1.50.

    Quote:
    So let's not go throwing around BS like "narrow minded" when I'm not the one ignoring an AT's inherent.
    The statement: "if it's balance in one AT it's balanced on all" stays narrow minded.

    Quote:
    No, Starsman, we're talking about attack sets. I was asking him to show me an attack set that is currently shared amongst the three ATs that is broken on one but not the other. If he could show me that, then perhaps I might be swayed to see your side of the argument rather than seeing the erroneous beliefs that I see presently.
    Look at Fiery Melee. Set that is available for all 3 ATs. Look at the differences between ATs. Look at the differences in powers and numbers. You will see how the devs do draw lines and they alter sets for different ATs just to make sure the new user is not broken, because something IS considered OK for one AT but not the other.
  22. Quote:
    Originally Posted by Bill Z Bubba View Post
    Quote:
    Originally Posted by Umbral View Post
    This made me lol. It's so blatantly untrue that it only serves to exist as a joke.
    How about prove it instead of blowing the hot air you so continually spew around here?

    I can actually show correlation between powersets. All I have to do is yank the AT damage mod. What have you got?

    I'll go even farther. What set currently shared by all three ATs is broken on one but not the others?
    I got to say I almost replied with the same lien as Umbral did.

    As for the shared set, if you mean FA, that set is under-performing on all ATs, at least since the arrival of Shields.
  23. Quote:
    Originally Posted by Bill Z Bubba View Post
    Two things:
    1: It doesn't matter. Either a set is broken or it isn't. If a set is fine on a tank, then it's fine on a brute or scrapper.
    False and narrow minded statement.

    The devs can be confortable with a player doing 435 damage at level 50 (interestingly just 5 more damage than a minion), but not comfortable with giving any player a power that does 657 damage (what a non-crit KoB with rage would do for a scrapper.)

    Just because some rules apply to one AT does not mean they should apply to all ATs. The only thing you can argue is about sustained DPS, in theory, if a tanker is allowed to do X dps then a scrapper should be expected to do
    X * 1.4 dps (before criticals), since that is the currently defined correlation between tankers and scrappers .

    Note this would not be the case with SS. SS is expected to have perma rage, that means a direct port would be X * 1.5 due to the self-damage modifier. That alone breaks the correlation between scrapper and tanker and is enough reason to review the port.

    Modifiers are not the only tool that the devs use to do cross-AT balance, it just happens to be the most used one. They have many other criteria that dictate what is OK for one AT and wrong for another (like forbidding heavy sustained AoE for stalkers.)

    Now, the devs can rewrite this tomorrow and suddenly say "you know what? to hell with it, I want a scrapper that will hit for 1000 HP at level 50!" But up to this date, they have obviously shied away from it.

    Quote:
    Your statement implies that a brute with double stacked rage and 90% fury isn't doing heavy burst damage with KO Blow.

    That's obviously not the case.
    If this was what my statement implied I would also argue critical damage surpassing it. However there is a difference: fury and double stacked rage (between other factors) are not permanent factors. You cant be 100% sure that your fury will be at X level exactly when you want it (unless you conveniently want it when you already see it's there, after long enough combat has taken it there.) You cant just furry up and jump in a spawn, for instance, and that's the realm of stalker intrusion I specifically mentioned.

    Quote:
    2: Scrappers already have huge burst damage attacks that crit. See BS-Headsplitter, DM-Midnight Grasp, FM-GFS, etc.
    Read above: you cant control when a critical goes out.
  24. It's only with self damage buffs, though. This means Assault is not affected, but Build Up and Against All Odds are.

    Blasters have the same bonus, their Build Up is 100% damage buff.
  25. Quote:
    Originally Posted by Werner View Post
    I can see that Rage would help Scrappers much more than Brutes. But Against All Odds, Follow Up, and that sort of thing help Scrappers more than Brutes, so this hardly seems new, though it may (or may not) be a stronger effect than those. And wouldn't Rage affect Tankers the same way as Scrappers? Aren't the relevant differences between the two just the AT damage modifiers and criticals? If so, then I'm not seeing how the argument "if it would be OP for Scrappers then it's already OP for Tankers" is wrong? I might have missed something - I've long since resorted to at best skimming all the Scrapper Super Strength threads since it comes up so often.
    Werner, not sure if you forgetting that scrappers have 25% stronger damage buffs. This means a direct port of Rage to scrappers would yield a constant 100% buff, not 80%.