Ultimus

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  1. Quote:
    Originally Posted by Tater Todd View Post
    The proc helped me boost to 85% Fury...which still isn't much.
    Both me and Arcanaville proved this is numerically impossible without having a lot of enemies attack you.

    Quote:
    Another way to look at that is that it takes 79% higher fury generation activity to raise the equilibrium point of max fury from 80% to 85%.
    At 80 fury you generate .25 FPS if you were generating 1 attack PER SECOND. This is extremely high for a Brute and most sets cannot achieve this. Assuming this proc that would mean you would generate only .271 FPS. In order to get 85% fury you need to be generating .4475 fury per second.

    This means you need a full group of mobs attacking you, and this proc does not effect incoming attacks only attacks made by you.

    Essentially, it wasn't the proc that achieved what you did but the group of mobs attacking you which has no correlation to the proc.
  2. Quote:
    Originally Posted by Tater Todd View Post
    The proc helped me boost to 85% Fury...which still isn't much.
    I don't see how that is possible but let me ask a few questions:

    1) What condition was it under?

    2) How many attacks per second were you using?

    3) How many enemies were attacking you?

    4) What type of enemies were attacking you?
  3. Anything thing to consider is:

    Radial is 5 mins up time on buff pet, 3 mins on the boss pet, the power has a 10 min cooldown.

    Core has a 5 min uptime on both pets, but 15 min cooldown.
  4. Quote:
    Originally Posted by JayboH View Post
    Yeah number 4 is definitely wrong.

    I probably spent more time in beta messing with the new interfaces than anyone, and the rest of your observations seems right. Reistance debuff should have no effect on the damage proc numbers - it's not supposed to by design.
    I don't see how that is possible, if the proc ignored -Resistance it would have to ignore +Resistance. They are essentially the same thing.
  5. Quote:
    Originally Posted by Hopeling View Post
    I didn't see anywhere that Deus said it was unjust for Brutes to do less damage than Scrappers. He simply stated the fact that they did, as they should to compensate for their improved toughness and aggro capabilities. And if they're already where they should be, why do they need to get a dud ATO proc?
    I agree, was on an UG Trial last night and I could always hit 80 fury so fast... I don't see any use for this proc except maybe PVP (And I am guessing here because I don't PVP)
  6. I appreciate a link but I see nothing in that link that answers either of my questions.
  7. I forgot to check but had a few questions:

    1) What is the hitpoints of the mitochondria that spawn in Hamidon? Are they all the same hp levels? Do they have any type of resists?

    2) How much resistance does Hamidon have to damage?
  8. Quote:
    Originally Posted by ketch View Post
    What about Marked for Death?
    I believe its considered two attacks.
  9. Are there any tips for this? An example would be the damage badge, I can go rest in front of a minion in a mission and let it beat on me and get the badges in about 20 days of rest farming. (20 days of farm time)

    The heal badge though looks like it would take years to get... are there any tips or secrets?

    On another note, what about the held/sleep/disorient badge? Is there a fast way to get this?
  10. Quote:
    Originally Posted by Talen Lee View Post
    Never. A strict min/maxer is going to observe limits, gather information and determine optimum conditions within those limits.

    These people are whiny idiots, those who will turn the difficulty up to 6/+1 and imagine it's the game's fault that they have a hard time. They will never look to themselves and complain about bias and imbalance. Everything is someone else's fault, and all the credit is mine.
    Yeah I agree, a min/maxer is usually one of the best players in the game. In order to min/max, you have to know the game inside and out.
  11. Different issue then what I thought, glad you got it solved though.
  12. Take a screenshot of your ui and post it here so I can see?
  13. Quote:
    Originally Posted by DarkSideLeague View Post
    You know what I was thinking - what if the proc reduced fury degradation instead of boosting fury generation? This way we could maintain a somewhat higher level (By say, not applying the cap until you reach 85-90% fury) without capping entirely? As a bonus, it would make maintaining fury at lower levels easier as well.
    Thats what I suggested in my post on page 2 I believe.
  14. Quote:
    Originally Posted by EarthWyrm View Post
    That's what you choose to respond to? Not the basic point that providing a means of reliably reaching/maintaining the fury cap for brutes after re-designing fury so that it effectively caps at 80% under all but the most extreme gameplay conditions does not seem to make sense?

    I was also talking about this with a friend who pointed out that the way you play your brutes may not be at all typical of how most people play their brutes, and there may actually be playstyles that benefit from this proc.

    That being said, I'm now convinced that I'd rather have a damage proc as part of the set than this. At least a damage proc provides a predictable benefit to every brute who slots it.
    Yeah I would rather have the damage proc too, I slot all the purple damage procs because at a 33% chance for moderate damage that is a sizable chunk.

    There is also no reason not to be at 80 fury even if you are fighting against a target that is not attacking you.

    Even if you only took one attack *EVERYONE* gets brawl which has a 0 endurance cost and you could put that on autofire. That would be like me creating a proc that boosts a mastermind's damage by 4% for 10 seconds with the reasoning that "not everyone takes the pets from a Mastermind"
  15. I wish I had an old screenshot of the Lore Pets... still waiting for more responses though, was this changed?
  16. Quote:
    Originally Posted by Texas Justice View Post
    Filing a /bug report in game would do better in getting Dev attention to it.

    Sending a PM to members of the Dev team or OCR team is also a good method of bringing it to the attention of the Devs. Especially if it's one of the Devs that does bug tracking such as Arbiter Warrant.

    Starting a new thread in General is great for getting your name out there for starting another thread, especially when a thread about it already exists. But you have plenty of experience with that over the years.

    Actually, it's against the forum rules to start multiple threads about the same thing. So if you decide to start another thread and it gets removed by the moderators, you'll at least have been warned ahead of time.
    It would be a thread about stealth nerfs, completely different. There have been actually quite a few now...
  17. I think this is a stealth nerf guys, I might make a thread in the General Forum to bring more attention and hopefully a dev response.
  18. Does that include the one when fighting Maelstorm? Because we did the 500 point ones and didn't get it.
  19. Quote:
    Originally Posted by Zombie Man View Post
    Or were you used to being level shifted at 50+1 which made the pets 50+1-1=50?
    No the physical number next to the pet's name used to be "50" not 49. This is what I am referring to.

    Was this stealth nerfed? They used to be 50, 50+1 when level shifted in regular content, and 50+3 in Incarnate content.
  20. I am a bit confused, it says complete all 3 500 point opinion challenges spending no more then 8 mins per challenge. Isn't there only two 500 point opinion challenges?
  21. Quote:
    Originally Posted by mauk2 View Post
    ...sigh.

    Ultimus. Stop for a second.

    WHY did brutes have their fury generation capped at 80-ish, while Tanks got Bruising and a boost to hit points?

    Because Brutes were WAY TOO GOOD. Under buffs, they did more damage than scrappers and were just as tough as tankers.

    Despite the various opinions on the boards, the Dev's apparently saw this situation as well as most of us here.

    Many people STILL feel that Brutes are too good. I do not: Instead I think the other melee AT's need a boost.


    However, I really, strongly doubt the Dev's are going to cap brute damage to address a balance issue, and then uncap it a few months later, unless the other melee At's also get some pretty serious boosts in the meantime.

    Synapse is currently looking at Tankers. On top of whatever boosts that AT gets, I think Scrappers should have their damage caps raised by a hundred percent, along with Stalkers. (On top of the other Stalker changes.) If all those changes go in, then I think there would be design space for brutes to go back to the way they were.

    If not, then Brutes are going to have the advantage of one really inexpensive ATIO when they're shopping for set bonuses.
    If Stalkers and Scrappers got a 100% damage cap increase, Blasters *THE DAMAGE ARCHETYPE* would be made even more useless.
  22. No incarnate trials they are spawning at 49 also...

    I would of SWORN they were 50. Is this a stealth nerf? Or were they always 49?
  23. I will have to ask Synapse, that sounds like a bug if they can't be boosted.
  24. What if they added an interface power that just did taunt? Loke a super punchvoke.