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Quote:Yes I have been testing it on the test server, thats why I am trying to make awareness to get this changed before it goes to live. I was wondering why even at 80 fury I wasn't going any higher.Do we have confirmation that the proc justs adds a % to the fury generated by that formula? If the proc is applied before the operations of the fury calculation it could dramatically change the results. It also could be applying a flat fury gain per instance it fires (which seems like the way it SHOULD work). I trust Arcanavilles maths, but I haven't had a chance to actually test any of this.
You can pop onto test and try it too. Buy a super pack, once you get an ATO use the converter to keep changing it into a BRute IO, once you got the Brute ATO use the in set converter to convert it until you get the proc IO. -
And if you want the numbers Johnny I have them here:
http://boards.cityofheroes.com/showt...=1#post4043230 -
And this is the fury generation formula FOR YOUR OWN ATTACKS
0.5 * [(100 - Fury)/20] ^ 2
As Arcanaville posted it.
The majority of fury comes from attacks made against you as you get higher in fury. Since the enhancement only works on your own attacks, it cannot even kick in until 40 fury as I showed. -
Let me break it down even further:
0 Fury: -- No change, you cannot generate more then 5 fury per attack.
10 fury -- No change, you cannot generate more then 5 fury per attack
20 Fury -- No change you cannot generate more then 5 fury per attack
30 Fury -- No change you cannot generate more then 5 fury per attack
40 fury -- 4.5 fury per attack or with the 10% enhancement you generate 4.9, 15% would make it 5.
50 fury -- 3.125 fury per attack or with the 10% enhancement 3.4
60 Fury -- 2 fury per attack or 2.2 with enhancement 2.3 with 15%
70 Fury -- 1.125 per attack, or 1.2 with enhancement at 10%
80 Fury -- Doesn't matter cannot go beyond this point but for numbers sake:
.5 fury per attack, .55 with 10% enhancer.
As you can see, the Fury enhancer is WORTHLESS until you get to 40 fury. -
Quote:Quoting to emphasize... you cannot get more then 5 fury per attack you make.
That's the number of points of fury you gain per attack, with two limits: you cannot get credit for more than 10 attacks per second (essentially an irrelevant limit) and you cannot get more than five points of fury per attack even if fury is zero (the formula would imply 12.5 points of fury per attack when the fury is zero). -
Quote:Its only 10% at lower levels when upgraded it only works at 15%.Yes, it is definitely worth less than other ATO procs, and even than normal IOs in most situations. "Worth less" is not the same as "worthless" though. At low levels, or on a team with multiple brutes/tanks sharing the aggro, it'll be at least worth something.
Also if you read Arcanaville's quote the majority of fury generation comes from being attacked...
The ATO only effects attacks you make -
Comparing to a couple of the other ATO procs:
Scrappers
Their ATO proc increases their critical attack rate. (I don't know the number will have to go onto test to see)
Tankers
Tankers need a bit of help, and I understand why they get a good ATO...
Tankers ATO increases their resistance to *EVERYTHING* by 20%, thats a HUGE chunk. It has a fairly high proc rate with a duration of 20 seconds so it can easily be made perma.
Stalker ATO
This one puts you into a Hidden state.
Soldier of Arachnos ATO
This one does a -DMG effect and Terrorize effect.
Other ATO's
Do a proc similar to the purple procs higher chance and higher damage. -
Quote:I can jump into a large spawn and be at 80 fury in less then 10 seconds... maybe even 5 (I would have to go time it).It helps you build up faster, though. That's not "worthless", although certainly not as valuable as it could've been.
The point is you can slot a regular damage proc and it will deal that much more damage.
Also any villain brute with the alignment power will also see this as completely useless. -
Quote:I asked Arcanaville to help with this one since I didn't know the Fury scale numbers. I don't know how many people here have trouble reaching 80 fury, but I find it quite easy especially when I can jump into a large spawn of mobs and raise it. (Even easier if you have the Villain Power that raises you to full fury)
10% increased fury generation on your own attacks will not increase your max fury substantially. It will increase the rate at which you reach it, but if you were hitting the 80s before, the increase in maximum will likely be negligible.
If I remember correctly, the fury generation formula for your own attacks is this:
0.5 * [(100 - Fury)/20] ^ 2
That's the number of points of fury you gain per attack, with two limits: you cannot get credit for more than 10 attacks per second (essentially an irrelevant limit) and you cannot get more than five points of fury per attack even if fury is zero (the formula would imply 12.5 points of fury per attack when the fury is zero).
You also get credit for attacks that hit you (its half the value per attack against you). Setting that aside for the moment, suppose you were generating one attack per second, which is a fairly high attack rate for a brute. Your attacks would be generating 1.56 fury per second at 50 fury, 1.0 fury per second at 60 fury, 0.56 fps at 70 fury, and only 0.25 fps at 80 fury. At 85 fury its only 0.14 fps. 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%. You have to more than double fury generation ability to get from 85% to 90%. You have to triple it to get from 90% to 95%. To get from 80% to 95% you have to figure out a way to generate 11 *times* more fury.
And those are *total* increases, not just increases from your own attacks. Factoring in the fact that most brutes generate a substantial amount of fury from being attacked, increasing only the fury you generate with your own attacks has an even smaller effect on maximum fury equilibrium than those calculations above imply.
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The proc itself is 10% or 15% when enhanced with a Catalyst. To move from 80-85 fury you have to generate 79% more fury TOTAL.
The proc itself only increases fury generated from your own attacks
Essentially, besides obtaining the set bonus of 2.52% extra smashing/lethal resistance (Which is what the 6th slot in the set provides), it would be better to slot a damage proc or even use that slot to slot a +3% RES ALL PVP proc.
Edit: Added this for emphasis:
Let me break it down even further:
0 Fury: -- No change, you cannot generate more then 5 fury per attack.
10 fury -- No change, you cannot generate more then 5 fury per attack
20 Fury -- No change you cannot generate more then 5 fury per attack
30 Fury -- No change you cannot generate more then 5 fury per attack
40 fury -- 4.5 fury per attack or with the 10% enhancement you generate 4.9, 15% would make it 5.
50 fury -- 3.125 fury per attack or with the 10% enhancement 3.4
60 Fury -- 2 fury per attack or 2.2 with enhancement 2.3 with 15%
70 Fury -- 1.125 per attack, or 1.2 with enhancement at 10%
80 Fury -- Doesn't matter cannot go beyond this point but for numbers sake:
.5 fury per attack, .55 with 10% enhancer.
As you can see, the Fury enhancer is WORTHLESS until you get to 40 fury. -
Quote:Actually Aracanaville just proved the Brute proc is useless. It does not do a thing to help them out.I disagree.
If anything, I proves my point about Tankers.
"Sure, give them 20% res to everything. It's not like they're going to do anything serious, they're already nigh unkillable. They're not suddenly going to start soloing Hamidon with it."
Look, ATOs are probably something most people will only do for their most important characters and their mains. My main Tank doesn't get killed by anything that's affected by damage resistance anyways, and besides he gets capped resistance to everything but Psi with Unstoppable already.
The procs for Brutes, Scrappers and Stalkers help them out considerably regardless of build or power set combo, so I consider the Tanker proc the lame duck of the bunch. You're going to get a lot less out of it depending on your primary, and that's bogus IMO.
And don't drag thematics into it. Even Controllers got a damage proc and they're not about damage either. They're even less about damage than Tankers, they don't have a damage primary or secondary.
I see it as Tankers being told, yet again, "here's your shiny beads and $24, GTF back in your place".
I'm not surprised because we've known about this proc since last summer, but I am sure still not impressed by it regardless of the numbers.
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Quote:10% increased fury generation on your own attacks will not increase your max fury substantially. It will increase the rate at which you reach it, but if you were hitting the 80s before, the increase in maximum will likely be negligible.
If I remember correctly, the fury generation formula for your own attacks is this:
0.5 * [(100 - Fury)/20] ^ 2
That's the number of points of fury you gain per attack, with two limits: you cannot get credit for more than 10 attacks per second (essentially an irrelevant limit) and you cannot get more than five points of fury per attack even if fury is zero (the formula would imply 12.5 points of fury per attack when the fury is zero).
You also get credit for attacks that hit you (its half the value per attack against you). Setting that aside for the moment, suppose you were generating one attack per second, which is a fairly high attack rate for a brute. Your attacks would be generating 1.56 fury per second at 50 fury, 1.0 fury per second at 60 fury, 0.56 fps at 70 fury, and only 0.25 fps at 80 fury. At 85 fury its only 0.14 fps. 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%. You have to more than double fury generation ability to get from 85% to 90%. You have to triple it to get from 90% to 95%. To get from 80% to 95% you have to figure out a way to generate 11 *times* more fury.
And those are *total* increases, not just increases from your own attacks. Factoring in the fact that most brutes generate a substantial amount of fury from being attacked, increasing only the fury you generate with your own attacks has an even smaller effect on maximum fury equilibrium than those calculations above imply.
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Also to add back then the only exotic damage Scrappers had was Dark Melee for Negative Energy damage. Blasters had nearly all exotic damage with the exception of Assault Rifles but that has some fire damage.
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Quote:To be fair and in Statesman's defense he originally saw Blasters as the minion killers and Scrappers as the boss killers.Actually, I expressed this concern when scrapper criticals were added and when scrapper damage modifiers were increased. In fact, I specifically challenged Statesman to explain how he could increase Scrapper damage *modifiers* and Blaster damage *caps* and claim both were similar increases in damage. Particularly when Blaster damage caps were only being increased to *equal* Scrappers, while Scrapper damage modifiers were being increased to *exceed* Blasters.
And anyone who so much as mentions the Scrapper ranged damage modifier as if it actually exists is getting Tommy Lee Jonesed.
In fact, if there's one thing Tankers, Controllers, Dominators, Stalkers, Masterminds, Defenders, Scrappers, Brutes, Corruptors, Peacebringers, Warshades, Widows, and Soldiers of Arachnos all agree on, its that all of them should do a lot of damage even though doing damage is the only thing Blasters are specifically designed to do. Blasters actually do not have the highest ranged damage modifer (Scrappers do because they use their melee modifier and have crits), they do not have the highest melee modifier (third behind Scrappers and Dominators), do not have the widest set of self damage buff powers (most of them Blasters don't get, including the most powerful of them: Fiery Embrace, Rage, Power Siphon, Follow Up), do not average more AoEs, do not average higher DPA - and they are the damage archetype.
Most blasters stopped bothering to complain about this years ago, but mostly out of a sense of futility, not because this hasn't been a perennial issue.
He intended Scrappers to be more single target focused and to target the bosses (And thats why they would have higher crit chance on them) and Blasters to have much more AOE and burn down a spawn of minions. -
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Yeah I posted this in the wrong forum... I went to the Market Forum today and was like my post got deleted? Then I realized it was here, are mods able to move threads?
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Quote:No because my in game numbers are showing differently:Does that answer your question?
Plus, Ion's secondary effects - end drain and an unreliable hold - are generally less useful than Void's damage debuff or Vorpal's defense buff. And as mentioned, it is tied with Vorpal for the slowest-casting.
Both have a 428.36 damage,
Ion has a 20% chance of an extra 160.63 dmg
Pyronic is 80% chance per tick of an extra 21.42 damage X 6 or 128.52
Ion total damage is 588.99 and Pyronic is 556.88... -
I have a level 10 PVP DEF ALL PVP proc, would anyone be willing to trade their level 10 RES proc for it?
To clarify:
Me: I have the Gladiator's Armor level 10 PVP DEF ALL Proc -
1) It hits the most targets
2) The way it hits targets is it chains meaning unlike a cone it can spread much easier
3) It deals the same damage as the other judgements -
Quote:Arcanaville would have to chime in but I don't think thats possible without removing ED from all the powers in a set. It would also effect things like recharge times and such too I believe...Wow 11 pages of posts.
Mind if I just jump to the end and add in my 5c that may have been raised already?
As a way to make Tanks more resilient remove the ED values for their Primary powers only so Def/Res SO/IO's are more effective.
So instead of the current ED we remove the highest ED cap (+60%).
Current ED Numbers.
Def Enh ED%
+40% 10%
+50% 30%
+60% 85%
Example:
Deflection (Shield Defence)
Base 15% Def.
Slot it with +70% Def. No ED = 25.5%
Current ED = ~23.55 (ish close enough)
This only affects Primary powers, not CJ/Tough/Weave/Maneuvers/etc.
This gives a slight boost to Def/Res making it easier to S/C and get closer to Incarnate S/C.
If this is not enough have this affect all the Tanks +Def/Res powers including Power Pools.
This could seriously break things like damage auras (no ED cap) Fiery Embrace (6 slot recharge), Burn, etc. -
You can have two inherents Brutes do. Fury and the single-target gauntlet.
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I disagree its a great set IMO. Lots of AOE and good single target ability. I find with momentum and build momentum I can maintain momentum about 80-90 percent of the time.
On a tanker its really nice getting aoes at such a low level. -
I don't have it, and everytime I've petitioned it asking for a GM to try and fix it they tell me a patch is incoming... I then ask on Freedom Fridays and they tell me to petition a GM -- See the circle?
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Quote:Ok well my other option would be to go Energy Mastery and take either:Don't you have Mid's?
The power needs acc, takes defdebuff and accurate defdebuff sets and probably needs recharge and endreduction since it's a completely garbage version of the thermal one, with extremely long recharge and laughable -resist values, plus it costs a ton of endurance for the little it does.
Focused Accuracy + Physical Perfection
Conserve Power + Physical Perfection
FA + CP
Thing is, I would not be able to dedicate any slots to these powers. With that being said, I do currently have a lot of endurance issues but I am not sure if that would be solved by Tier 4 Cardiac. I currently am Inv/TW... -
Yes I know some people hate this power, I am actually considering it. I have a character that can currently stack -70% resistance on a single target and this could bump that up to 79.75%...
1) Is this power autohit?
2) What kind of slotting does this power need?
3) What sets does this power take?