Here is a PM I sent Synapse regarding the Brute ATO:
Hi Synapse, I believe last time you handled this category when the first Brute ATO came out. My goal here is to tackle the Brute ATO Proc and the set bonuses in an effort to provide some reasonable feedback with suggestions in a clear and concise method. Thank you in advance for reading and your feedback is welcome too.
The Brute ATO Proc of -Def is very weak and provides little benefit
-Def is a debuff that tends to work great only under certain circumstances. By itself it is a very weak debuff, here are scenarios and reasons why it does not fit the Brute as a proc:
- Cascading Defense Debuffs -- In these scenarios, -Defense works great as the first defense debuff lands the next one lands and so fourth. This works great for sets built around -Def such as Katana and Broadsword. A single ATO proc cannot create a cascading effect due to this limitation of PPM and the fact its not a global proc.
- Combination Attacks -- Another scenario it tends to work great in is combination attacks. An example would be Crushing Blow in Titan Weapons. Crushing Blow acts as the starting attack providing momentum while giving the benefit of lowering the target's defense so the momentum attacks can land. Not all Brute powersets have this benefit, therefore, -Def would not be very useful to them.
- -Def is overshadowed by accuracy and to hit buffs -- Player's have a base accuracy of 75% against an even con and 39% against a +4. Typically against even con enemies one Accuracy enhancer will cap accuracy while having a full accuracy enhancement value will almost cap it against a +4 enemy. This is assuming no to-hit buffs are being used.
- -Def is HEAVILY resisted. In cases where the opponent will have defense, they will have some form of defense debuff resistance. Nearly all defensive powers grant defense debuff resistance. While this provides defense against cascading effects, it nearly nullifies a single -Defense attack. In fact, a level 50 Arch Villain has 85% resistance to defense debuffs on average. a Level 54 has 87% resistance to defense debuffs. This is typically the baseline which changes a -20% defense proc to a piddly ~2% defense increase. This value becomes even smaller as AV's that have defensive buffs tend to resist -Defense even higher such as Captain Mako.
Suggestions for Changing the Brute ATO Proc with pros and cons of each suggestion
- Change the proc to a -20% resistance debuff.
Pros
1) Will be a flat 20% damage increase against a +0 mob.
2) Will be of benefit to every Brute
3) Will assist teams
Cons
1) Could be too strong increasing an entire team's damage.
2) All current -Resist procs in the game do not stack since they apply a self debuff to the enemy.
2A) A proc that cannot stack makes the proc diminish in value when teamed with other Brute's that have it.
If it was changed to this, I feel it needs to be able to stack meaning it would be effected by an opponent's level. However, there has been concern a -20% Resistance debuff would be too strong. If it was considered, I would suggest a PPM of approximately 2 a minute for 10 seconds each with the Catalyst increasing the debuff to -30% resistance.
- Change the proc to a 100% recharge increase for 5 seconds, 12 seconds Catalyst, 2 PPM
Pros
1) Recharge benefits all builds. It rarely is capped.
2) Recharge gives diminishing returns, at the high end the value of the proc will go down as to not give too much of a benefit.
3) Due to PPM, it will maintain a controlled up time essentially removing the possibility of being slotted into an AOE to maintain a 100% up time on the buff.
4) Fits the theme of "unrelenting fury" the brute unleashes a flurry of attacks.
5) Proc is not diminished when other brutes have the same proc equipped
Cons
1) I can't think of any glaring cons.
- Add a "double hit" (Hybrid Incarnate) effect for 10 seconds proc. 2 PPM, 10 seconds, Catalyst double hit lasts 15 seconds.
This is borrowed from how Hybrid Incarnate power works. Essentially, have the proc give a buff that adds a "double hit" effect to Brutes. The damage would be ~20% of a Brute's base damage of the attack modified by recharge time for chance to proc. It would add additional smashing damage to the attacks.
During this time period all the attacks that cause this effect will say "SMASH" in big letters. The idea is the fury of the Brute that his attacks are hitting so hard they are smashing for extra damage.
Mechanically it would look like this: When the proc goes off it gives a buff for 10 seconds "Unrelenting Fury" -- This buff now allows Brute attacks to trigger the double hit effect. Each attack has a chance to double hit, modified by recharge time, for an extra portion of the attack's base damage.
Pros
1) Interesting new and fun mechanic. Definitely unique.
2) Would be balanced for all powersets since the double hit would be based off recharge time and base damage while the actual buff is limited to 2 PPM that grants the double hit effect.
3) Would be fun seeing a Brute SMASHING things with the letters appearing.
Cons
1) Could be a LOT of work to code. I know you guys have your work cut out for you.
- Add a buff that halts fury decay and generates 1 Fury per second for 10 seconds, adds "SMASH" when at 100 Fury. 10 second, 2 PPM, 15 seconds Catalyst with 15 fury.
The idea behind this is when the proc goes off it will stop fury decay and during that time frame your fury will increase at a rate of 1 point per second. (It may need to be 1/2 a point per second) To differentiate itself from the previous ATO proc, I suggest when the Brute is at 100 fury, all of his attacks deal an additional 20-40% more damage *ONLY* when effected by this proc buff (Essentially like having an extra Single Origin Damage enhancer equipped). During that portion all his attacks say "SMASH" in capital letters.
Pros
1) Another fun mechanic and really plays around with fury
2) Gives a +DMG buff that is beneficial to all builds since Brutes are rarely at the damage cap.
3) Not diminished by having multiple brutes on team
4) Synergies with the first brute ATO. Since fury generation is proportional to the amount of fury a Brute has, attacks made above 80 fury generate smaller and smaller fury amounts. Even with fury decay halted it would take a lot of attacks to generate one fury. The first Brute ATO proc would bring the Brute closer to 100 fury allowing the duration of "SMASH" (20%-40% more damage, just tossing numbers) to last longer. -- Remember SMASH only occurs when the proc buff is up.
Cons
1) Once again, may be difficult to program. I am not sure how hard it would be nor do I know of time constraints.
2) Could lead to potential balance issues by halting fury decay.
The above shows my suggestions and how I feel about the current Brute Proc ATO. The next section addresses the Brute set bonuses. My main focus is on the Brute ATO proc but I will address the set bonuses too.
Brute ATO set Bonuses
(2) Increases damage by 2%.
(3) Improves your Regeneration by 10%.
(4) Improves your Recovery by 3%.
(5) Increases melee defense by 3.75% and lethal and smashing defense by 1.875%.
(6) Increases Energy and Negative Energy resistance by 1.89%.
(6) Increases Smashing and Lethal resistance by 1.89%.
(6) Increases Fire and Cold resistance by 1.89%.
I will be critiquing each set bonus individually as I feel the bonuses are a little on the weak side.
- (2) Increases damage by 2%. -- I feel this is actually fine, its the Tier 1 bonus and while the value is small, they can add up.
- (3) Improves your Regeneration by 10%. -- Same as the above
- (4) Improves your Recovery by 3%. -- I feel this could be changed. Its a set bonus that belongs in Tier 1 or 2, not Tier 3. Personally, I would suggest a +Endurance set bonus. The main issue I perceive is the above are two small bonuses while this just adds yet another small bonus.
- (5) Increases melee defense by 3.75% and lethal and smashing defense by 1.875%. -- This needs changing. Melee defense is used by only TWO brute powerset, Super Reflexes. Super Reflexes generally has very little problem hitting the soft cap and due to its extremely high Defense Debuff Resistance it rarely needs to go beyond that.
For other powersets, S/L Defense is always superior as they can effect range attacks and 99% of melee attacks (Except for Psychic Probe) have a smashing and or lethal component. This should be changed into a Smashing / Lethal Defense Buff.
- (6) Increases Energy and Negative Energy resistance by 1.89%.
(6) Increases Smashing and Lethal resistance by 1.89%.
(6) Increases Fire and Cold resistance by 1.89%. -- I feel Toxic and Psionic resistance should be added to these bonuses if they are to maintain the low resistance values. Otherwise, I would suggest here increasing the values as there is a PVP enhancer that gives 3% resist all for a single slot and gives teleportation protection.