Ultimus

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  1. Quote:
    Originally Posted by ryu_planeswalker View Post
    >.> unless the resistance numbers are insane or they rejiggle bonus order a bit Defense is going to still be the better choice to go with since 6 slotting powers to get up to a reasonable bit of resistance will take the majority of your slots.
    Actually lots of the immobilize resistance bonuses are two slot bonuses. With franken slotting you could get 3X resistance in a single power.
  2. What do you think of this? He stated mez resistance bonus become 2 resist bonuses + resistance to mez (IE s/l res and hold res) and that the resistance bonuses are being increased.

    I think this change will GREATLY benefit my characters. I may be able to cap resistances besides fire on my /FA Brutes. In fact, I see little reason to chase Def anymore since I have no DDR. Granted Def will still be nice but I would rather cap my resistances then be defense soft capped on my brute.

    Thoughts on this?
  3. Hmm I cant wait to recalculate a new min max build for my characters.
  4. So how would Chance for Buildup in Focus Accuracy work compared to placing it in buildup? How does PPM work in toggles?
  5. Ultimus

    Control Hybrid

    Quote:
    Originally Posted by MisterD View Post
    Mmm. STill seems..odd?

    This dom, fire/earth, I was running mudpots, which has a 2 mag immob. Since it tics quite fast, does each tic have a chance to do Control/Waylay? Or is it every 10 secs like other procs?
    And why, since MP is the constant immo, was I seeing a LOT more waylay that controls going off? I think I saw less than 5 +1 controls in a few mins, and a huge amount of waylays.
    Pretty sure it follows the PPM formula:

    PPM * ((Activate Period) / (60 * Area Factor))

    In other words the chance to proc in a toggle is VERY low. (Same with the other hybrids)
  6. Quote:
    Originally Posted by Hopeling View Post
    I think it's reasonably likely that they'll be on the market; I won't be surprised if the reward token option isn't changed for a week or two afterward though.
    I plan to be burning all my Paragon Tokens on these packs... double exp boosters and Power Amplifiers will be so nice.
  7. I am also curious if it will require a patch or will they also be purchasable with Paragon Reward Tokens? I have so many saved up.
  8. Quote:
    Originally Posted by Arcanaville View Post
    Whoever said this:

    is wrong.

    I should be more precise: everyone who has said that, player and dev, was wrong when they said it. That if-then statement is false regardless of utterer.
    I was just about to quote that.
  9. Quote:
    Originally Posted by Starsman View Post
    According to City of Data, Staff's Perfection of Body buffs obey AT modifiers, so it should be 25% stronger for scrappers (they should see 18.75% damage buff at level 3)



    Neither makes much sense for KoB, and Total Focus in stalkers (a more direct comparison) gets nothing but a penalty to how much damage it will inflict.



    Think Synapse stated in a Coffee Talk there are no proliferations in issue 24.
    Actually the old reason for this for some reason the old developers never wanted a regular dealing more then 12.6666 damage brawl index even when considering a critical. The only exception to this at the time was Head Splitter which dealt 14.44 I believe during a crit.
  10. I think you guys found the context but it was from:

    http://boards.cityofheroes.com/showthread.php?t=293977

    I was replying in regards to:

    Quote:
    Good idea also Dechs. I think Claws mentioned a similar thing earlier, about just making Rage do a lower damage boost to non Smashing attacks.

    To Ultimus..
    I am not saying your wrong, or what your stating is wrong. To my opinion, from playing different brutes, one being ss (not paired with FA. SHield insead, so yeah, aao might be it) but saying SS is low performance, when buffed..um..what? I have done ITFs with that brute, on teams with lots of support..so..+damage, -res, kins, you name it. And hitting Footstomp and doing 600+ damage to a mob of 52 bosses..is low performance? yeah ok..trying to compare that to what my stone melee or fire melee brutes do with aoes..it is NOT that. And that without even stupid stacked rage.

    If you could quote some numbers as to if.why SS is bottom when buffed (not talking cap buffed to EVERYTHING, just general, good buffing)..I would like to see. AGain, not saying your wrong, just goes well against my experiences.
  11. Quote:
    Originally Posted by Hopeling View Post
    The Gaussian proc's buff is called Boost Up:
    http://tomax.cohtitan.com/data/power...Bonus.Boost_Up
    Trying not to take this off topic but I never looked at the stats behind it... that has a 40% to hit or 400 to hit before taking into account a .1 conversion?
  12. Quote:
    Originally Posted by Hopeling View Post
    They haven't yet made any procs with PPM below 1. There's no compelling reason they won't or can't, as far as I'm aware, should they decide a PPM of 1 is too high for something.
    What is the Gaussian's Build Up proc under? I cannot find it in City of Data.
  13. Quote:
    Originally Posted by Hopeling View Post
    Five seconds, actually.

    Unless they change their mind about the Gaussian proc specifically between now and i24 (which is possible, but so far we have no indication that they will), this is not just being considered, it's announced and already underway. The Attuned version of the Gaussian set has been on beta for some time, awaiting release, and the proc is still sitting at 1 PPM.


    The formula certainly can accept decimals (Performance Shifter is 1.5 PPM, purple damage procs are 4.5, and almost every proc will have a non-whole-number PPM come i24), and the cap is 90%.
    I should rephrase that, they don't put any PPM's below 1. Thats what I meant by decimals a value between 0 and 1.
  14. Quote:
    Originally Posted by MisterD View Post
    Yes but...the very issue of double stacked rage having a longer crash is too me..moot..because I am already saying being able TO stack it is silly. Likewise..Bu with the proc, if it goes live at 95%, is just gonna be silly too.
    Perhaps he doesn't want to nerf Rage but instead buff other things to level the playing field? I am not sure what Synapse's line of reasoning is but the proc will go live. Even at 1 PPM (And it cannot be set to less as the formula does not accept decimals) it will be 95% in build up.

    PPM * ((Base Recharge Time + Time To Activate) / (60 * Area Factor))
  15. Quote:
    Originally Posted by MisterD View Post
    Yes..but only for TEN seconds. as opposed to..double stacked rage being..what, 80? (or whatever, I dont know) secs. Of course the crash matters but..
    Remember though two things:

    1) Buildup's base recharge is 90 seconds. At 100% recharge its 45 seconds, at 200% its 30 seconds, at 300% its ~22 seconds, at the cap its 18 seconds. This means that just being at 200% (Which isn't unreasonable with a high recharge build with hasten) you can have it up 1/3 of the time while a double stacked rage crashes every 60 seconds for 10 seconds.

    2) Super Strength's base attacks are fairly weak for their damage and animation times. Other sets in the above scenario will pull ahead even more.

    Edit: And yes Synapse has considered this. There is an entire thread on it in the Developer's corner if you wish to read it. In short the developers are marginalizing all procs so that you aren't "penalized" by where you put them. You put them in your favorite attacks or powers not where they will be "best." -- Pretty much everything comes out as a buff from this, the only things that are nerfed are super fast quick recharging powers like neutrino bolt for -res procs.
  16. Quote:
    Originally Posted by RevolverMike View Post
    is the cap 95%? Thought it was 90.
    Its changed a couple of times so yes between 90 and 95 and it may change again before we see it. Regardless build up will be seeing a very nice damage increase with a chance for double buildup.
  17. Another thing that I want to bring up is the PPM changes in Issue 24. This will result in an indirect nerf to rage and a buff to buildup. The Gaussian's Chance for Buildup will go from 5% chance to 95% chance when in buildup come Issue 24. (Due to the way PPM works)

    Basically this means characters will be getting the equal of double rage from a single buildup.
  18. Quote:
    Originally Posted by MisterD View Post
    You really dont need to break everything down into numbers for me. I already said that 600 was most likely an exaggeration. And no, how would slotting and set bonuses be the same..on two different sets? The alpha isnt either.

    I freely admit that what you are saying about SS at max performance, because max damage means rage isnt doing anything. But again..how often do we get there? In 5 years of play, I can think of THREE times when I would have been near to the damage cap/a lot of -res. 3 whole times, two of which were on Leagues of over 8 people. If it takes that many people to get to the max, in normal play, wtf is the point of using it as the end all argument of why a set doesnt need a tweak?

    May as well say..'Oh my AS does 3290123321 damage when I am at the cap, playing on a league of 10 sonics! Better nerf AS damage.' Which makes no sense..cause going back to my argument..in average play, As is just dandy.

    How else can I say it? On a average team, SS, due to Rage, seems much to good too me. People in teh thread are saying Rage is not 'that' great. And I dont agree, 10 secs of crash, 110 of perma buildup style buff..IS great. Sure, at Max fire maybe pulls pull ahead at max but..at average, garden variety play, no way.

    But thats ok Ult, I understand you dont agree, with your reasons. I just feel bad about you typing out all your detailed explanations..I doubt I will change my mind. (even if, going by your, no doubt correct, maths etc, I am wrong)

    (Those three situations btw..one was an ITF, back before Incarnate powers. I was playing my Energy dark brute..and him Rommy (end game rommy, not misson 3) for..4200 damage. Seeing a chunk that big of hp go away way..sexy.
    Second situation was a TPN, when my dark fire dom, with FE running and assault hybrid, Blazed Justin..sorry..Mael..for about 2000.
    Third was a LAM trial, on my StJ/ea scrapper, when I crit Crushing Impact'd Marauder for something like..3100/2500, or whatever the correct crit % is.)
    Well I don't like to try and prove a point without having numbers backing. In the last example I showed where with simple enhancements alpha and fury and double stacked rage that Fire Sword Circle deals more damage then footstomp. With build up it deals WAY more. With team damage buffs it does even more.

    Do I agree Super Strength has a powerful feel and fun factor to it? Yes I do. But do I agree its drastically overpowered and that it hits for so much more damage? No I don't and I don't think its fair to call it that when numerically that is not true.
  19. Quote:
    Originally Posted by MisterD View Post
    But..it was NOT an extreme team! And..you keep going on about best attack chains and max performance (assume a set secondary and epic, and most likely slotting) yet..me saying a team providing decent (never said extreme) buffs, and getting wtfperformance, does not count? Its the same thing!

    Well no..not the same, since as I said..average team. And how have other sets surpasses SS..when..again, I SAID I have been on similar teams with other sets, and I dont have an aoe doing THAT damage. Yes yes..the teams would not have been 100% the same with buffs/debuffs, but still.
    Well there could be several factors: Is your slotting and set bonuses the same? Is your alpha the same? Is your secondary the same?

    Secondly, are you going off "feeling" or are you actually copying your damage log and numerically proving you are doing less given the above factors are consistent?

    I will break down Fire Sword Circle VS Foostomp for you:

    FFC = 64.64 + 4.17 X 4
    Footstomp = 59.22

    Assuming 130% Enhancement value (From Musculature alpha) and 200% Fury and double stacked rage FS would deal: 349.398 damage

    FFC = 349.676 with 130% enhancement value and 200% fury. With build up going it would out damage Footstomp cause it would deal 414.732 damage.

    So I do not see how your FS could deal more damage.

    Edit: The gap only WIDENS in Fire's favor as you get more damage buffs from teammates (Leadership, Kinetic, Fortitude, etc) and -Resistance is factored in since mobs tend to resist fire less then smashing damage.
  20. Quote:
    Originally Posted by MisterD View Post
    Again, I appreciate the time you are taking to explain things better. However..although it does help me understand it, it really doesnt change how I feel about the topic. Im not being stubborn, Im not refusing to see your points or reasons. Part of the reason I just..'dont care' is that you keep going on about the best possible attack chains. Let's be honest..HOW many people use the best possible chain, all the time?

    Nevermind that the best is always paired with Fire Armour..saying a set somehow does not need a tweak (or even just LOOKING at it closer) just because, in the instance when you pair it with a totally different set, and use Magic Atacck Chain #1, it is awesome!

    I am having a similar discussion about Melae Armour sets..just cause somethings great at max performance (and obviously, the 'best' attack chain is gonna be that) does not mean something could not stand a tweak.

    A set at best possible conditions..is just that. As I am saying..my brute, single rage, decent team..it FEELS to good. Stuff the numbers, stuff the graph. (again..I did find your explanations helpful, dont get me wrong) Seriously question..would the Devs, when making a set, do all these graphs and take unto account max performance? I KNOW we (as players) do so with a new set when it hits test..but do they?
    Yes they do these things. Synapse uses tons of spreadsheets and graphs. In fact, I talk to him quite a bit and he admits to often having "nightmares" about them. Like ever been at work and doing something over and over you begin to dream about it? Hehe I have so I can relate to what he means.

    As for why I used the best possible chains, I did it to illustrate what people consider the outlier SS/FA/Soul. However, my above statements can be generalized to even the not so best or the mediocre attack chains.

    For example, if a SS was using a chain of Jab/Punch/Haymaker/KOB/Hurl it would eventually concede to an attack chain of Fire's Scorch/Fire Sword/Incinerate/Cremate/GFS much quicker then in my above examples. I used the extreme's to more so help illustrate your case (Which I was disproving).

    However, if I don't use the extremes my case is actually much better supported as Super Strength's attacks have some of the lowest base DPS in the entire game compared to other sets which is why its best attack chain consists only 1/3 of attacks from Super Strength (although it should be attack since it only uses one attack).

    "Feels" is fine just like some people enjoy playing certain sets because it "feels" smoother or why some people avoid sets with redraw because it breaks the "feel." -- However, feeling is not used in a balancing standpoint hard numbers and calculations are. What I am trying to explain is that the numbers are not as extreme as people think and that they are in fact fairly balanced.

    I am also trying to point out not everything is balanced around DPS in the case of fire where its endurance costs are very minute for the amount of damage each attack does or in the case of Stone Melee where it gets one of the best AOE crowd controls of any melee set. Some players only think damage is the best balancing factor and thats fine but the developers do balance around multiple factors. I am not saying that is right or wrong I am just pointing out how it is done.

    If you don't agree with my numbers, you can PM Arcanaville and ask her as I have always found she is very helpful and responsive too and usually has spreadsheets handy on things.
  21. Quote:
    Originally Posted by MisterD View Post
    Just replying to this bit before the rest of your post. I know your trying to be helpful, and I understand you breaking things down it maths etc. BUT...I never said 'footstomp does 600 damage', not in the way you are saying I SAID it. I said..it does that, in a decent team with damage buffs and debuffs around. I Know exactly what it does at 50, with no rage..I can look at numbers too. Maybe, to be fair, 600 was an exaggeration, most likely it WAS. I honestly cant remember, and no lazy to go test. But it was a lot. And a lot more than I see my other brutes doing with there aoes, on similar teams.

    I was just using that example to illustrate my point that I think Rage is too good, leaving aside all teh formula, maths what have you. Part of that is, as I keep saying..the stacking rage, which I think is dumb. Others dont, thats ok. I also think the buffing other damage (not just SS's) could stand to be lowered or removed.

    Reading the rest of your post Ult.
    You stated:

    Quote:
    And hitting Footstomp and doing 600+ damage to a mob of 52 bosses..is low performance? yeah ok.
    Which my math was for that to be true you would have to be damage capped and then on top of that you need a 35% resistance debuff assuming the enemy had 0 smashing resistance to which you stated it was cimerorans which have smashing resistance. Assuming they are +2 (Or even +1 for that matter) you would need even more -Resistance because your damage would be lower against a higher level enemy.

    My point was saying that if you are an extreme team of that nature that is damage capping you and doing a -Resistance of 35% or higher then the other sets will have most likely surpassed Super Strength and its not your footstomp + Rage that is one shotting or two shotting things but the buffs from your team.
  22. Quote:
    Originally Posted by RevolverMike View Post
    I think regen getting some absorb sounds fantastic. Would def make it a bit better for tank use. Pretty sure my scrapper version would love it.
    I don't think regeneration should get absorb, instead it should get some of its regen converted to healing over time (Which would essentially make that portion immune to -regen debuffs). I believe there is a way to make that HOT scale with max hp too so no potential is lost.
  23. I wrote this for another post but I just wanted to share. Someone was asking what I meant by as Super Strength gains more buffs it DPS potential compared to other sets begins to decrease and in some cases (like TW) significantly decreases.

    Foremost, let me state at 50 your footstomp does not deal over 600 damage. It does 59.22 damage to an even con enemy at 50 with no smashing resistance. At damage cap that would be 7.75 X 59.22 = 458.955. This would decrease when fighting a +2 enemy (you stated 52) or still be decreased fighting a +1 assuming you are alpha shifted. You could deal that much assuming a 35% resistance debuff and that the enemy had 0 smashing damage to begin with. However, for simplicity sake I am not going to factor that in as I would have to do it for every equation although I will nod to resists and how they factor later on. You also stated ITF which means Cimerorans which do indeed have smashing resistance.

    Additionally, you mentioned Fire Melee which can have more AOE potential then Footstomp. (Note: Potential) -- Fire Melee's AOE while it has less AOE radius deals more damage. It deals 64.64 damage upfront (Which is more damage then footstomp to begin with) followed by 80% chance of 4 ticks of 4.17 damage. 32.64 + 4 X 4.17 of this damage is fire damage which is less resisted then smashing. Moreover, it also has a cone which deals 56.72 damage with 4 ticks of 4.17 damage too. Depending the amount of recharge, (Especially if we are factoring in perma double stacked rage) Build Up can be up for nearly 33% of the time. Assuming you factor in one round of that under buildup followed by movement to the next spawn, it could almost have buildup up each spawn.

    Here is where players tend to get narrowly focused and look at only Rage and double stacked Rage. At point A in time, yes rage is superior. (Or in this case, at damage buff A in time) However, if you look at how Super Strength factors as more and more buffs are factored in you see there is eventually a crossing point where damage becomes equal and then surpassed. Allow me to elaborate.

    Imagine a X - Y chart. Super Strength would be graphed as a line that has a positive slope that increases and continues to increase. X could be the damage buff while Y would be the DPS potential. Super Strength starts very far along X because it gets an advantage of Rage. However, after that advantage point its slope of Y (Slope is represented by MX + b) is low. In layman terms, this means that for every percentage of damage added to Super Strength, its Y increases by only a small amount compared to other sets. In fact, its one of the smallest.

    I am going to use the biggest outlier for Super Strength which is SS/FA/Soul which has the best possible chain of KOB > Gloom > Burn > Gloom > KOB. (For AOE the best chain would be something like FS > Dark Oblit > Burn, etc) and compare it to the other biggest outlier which is Titan Weapons.

    TW and SS are tied in single target potential in pylon tests. I am not sure if this factored in -Res procs (Which if it didn't that would put TW slightly ahead) and while AOE DPS is harder to measure they are pretty much tied given TW has a 1 sec animating AOE and two very hard hitting cones).

    Going back to our X - Y chart the lines for Super Strength and TW would be intersecting at Point A. However, for SS point A is a combination where X/Y where X is VERY high (given the extra 160% damage buff from double rage) and Y is lower. Though in this case Titan WEapon's Y = SS's Y.

    Past this intersection, as you go down the X part TW's Y SIGNIFICANTLY increases due to every percentage of damage buff added significantly directly effects the amount of Y due to TW's slope being MUCH higher then Super Strength's. This means past this point, TW will begin dealing more and more damage then Super Strength. This is what I mean by how SS diminishes when more buffs are added.

    Lets look at some not so great sets because you mentioned them:

    Energy Melee (You didn't mention this but I would like to use it since so many people state it sucks) -- Energy Melee's best potential chain is ET > Gloom > Burn > ET. Knockout Blow actually suffers a 5 sec penalty due to having 10 range (Seismac Smash, Total Focus, Energy Transfer all have 20 second recharges compared to SS's KOB having 25).

    The calculation here becomes more difficult because in the above chain you would have to factor build up into it and how often depending on the recharge. However, I do not want to bombard you with tons of numbers so I will explain this in layman charts with our chart again. NOTE: Energy Melee's AOE is fairly weak but I don't think trying to compare the weakest AOE set in the brute primary to anything is fair, thats something that needs fixing.

    Going back to our chart, EM's chain actually deals more DPS then SS but with rage factored in SS's X is higher which puts it at a higher slope. However, since EM's Y is MUCH higher then SS's as EM's X increases its slope becomes larger and larger. At a certain point MUCH before the Brute damage cap they intersect. (I believe this point comes around 200% damage buff possibly 160%, this if factoring in max fury 200% for each set and double stacked rage). Past this point EM pulls away and begins dealing more and more damage until they both cap out which SS will hit first.

    The same occurs for Stone Melee as the above with a few exceptions. Stone Melee's best possible chain is Seismac Smash > Gloom > Burn > Seismac Smash. Seismac Smash has an insane DPA and pulls ahead much sooner in the above scenario. While its AOE is less DPS due to a longer animation (But does have the same 15 foot AOE) it does gain a better AOE crowd control power. If all we are factoring in is simply damage then yes SS is superior in AOE. However, AOE crowd control does have merit otherwise Doms and Controllers would have no use. Is that a fair balance trade off? The developers seem to think so or the trade off isn't so imbalanced that it warrants a change quite yet.

    Fire Melee even with its best chain does less then Super Strength's even when at the damage cap. Its AOE potential though is greater when factoring in the X - Y chart. However, Fire Melee gets an endurance bonus on all of its attacks. Fire Melee's chains typically cost a fraction of the endurance compared to other sets. An example would be Incinerate vs KOB Incinerate is literally 1/3 of the endurance cost of KOB. Players though tend to get narrowly focused ONLY on DPS because they look at extremes such as ALWAYS having 100% endurance and never running out. The truth is you are never always at full endurance and there are times you run out. If we are looking at balance in terms of ONLY DPS then Fire Melee is inferior to Super Strength. However, if we look at balance as several factors (Which is how the developers look at it) then Fire Melee is balanced because its attacks cost way less endurance.

    If you have more questions, or still do not understand feel free to ask. I hope this explains and illustrates things better.
  24. Quote:
    Originally Posted by MisterD View Post
    Good idea also Dechs. I think Claws mentioned a similar thing earlier, about just making Rage do a lower damage boost to non Smashing attacks.

    To Ultimus..
    I am not saying your wrong, or what your stating is wrong. To my opinion, from playing different brutes, one being ss (not paired with FA. SHield insead, so yeah, aao might be it) but saying SS is low performance, when buffed..um..what? I have done ITFs with that brute, on teams with lots of support..so..+damage, -res, kins, you name it. And hitting Footstomp and doing 600+ damage to a mob of 52 bosses..is low performance? yeah ok..trying to compare that to what my stone melee or fire melee brutes do with aoes..it is NOT that. And that without even stupid stacked rage.

    If you could quote some numbers as to if.why SS is bottom when buffed (not talking cap buffed to EVERYTHING, just general, good buffing)..I would like to see. AGain, not saying your wrong, just goes well against my experiences.
    Like Arcanaville, I was blessed with a mathematical mind. Teachers hated me in school as I could get all 0's on my homework (never did it) then get 100% on the test. Its a reason I am excellent at min / maxing. Unlike Arcanaville, I tend to use my powers for myself which I fully admit at time and I also do not do things like open 2400 super packs or do demo records to analyze every little detail. With that being said, I will sit down and take a moment to define my statement.

    Foremost, let me state at 50 your footstomp does not deal over 600 damage. It does 59.22 damage to an even con enemy at 50 with no smashing resistance. At damage cap that would be 7.75 X 59.22 = 458.955. This would decrease when fighting a +2 enemy (you stated 52) or still be decreased fighting a +1 assuming you are alpha shifted. You could deal that much assuming a 35% resistance debuff and that the enemy had 0 smashing damage to begin with. However, for simplicity sake I am not going to factor that in as I would have to do it for every equation although I will nod to resists and how they factor later on. You also stated ITF which means Cimerorans which do indeed have smashing resistance.

    Additionally, you mentioned Fire Melee which can have more AOE potential then Footstomp. (Note: Potential) -- Fire Melee's AOE while it has less AOE radius deals more damage. It deals 64.64 damage upfront (Which is more damage then footstomp to begin with) followed by 80% chance of 4 ticks of 4.17 damage. 32.64 + 4 X 4.17 of this damage is fire damage which is less resisted then smashing. Moreover, it also has a cone which deals 56.72 damage with 4 ticks of 4.17 damage too. Depending the amount of recharge, (Especially if we are factoring in perma double stacked rage) Build Up can be up for nearly 33% of the time. Assuming you factor in one round of that under buildup followed by movement to the next spawn, it could almost have buildup up each spawn.

    Here is where players tend to get narrowly focused and look at only Rage and double stacked Rage. At point A in time, yes rage is superior. (Or in this case, at damage buff A in time) However, if you look at how Super Strength factors as more and more buffs are factored in you see there is eventually a crossing point where damage becomes equal and then surpassed. Allow me to elaborate.

    Imagine a X - Y chart. Super Strength would be graphed as a line that has a positive slope that increases and continues to increase. X could be the damage buff while Y would be the DPS potential. Super Strength starts very far along X because it gets an advantage of Rage. However, after that advantage point its slope of Y (Slope is represented by MX + b) is low. In layman terms, this means that for every percentage of damage added to Super Strength, its Y increases by only a small amount compared to other sets. In fact, its one of the smallest.

    I am going to use the biggest outlier for Super Strength which is SS/FA/Soul which has the best possible chain of KOB > Gloom > Burn > Gloom > KOB. (For AOE the best chain would be something like FS > Dark Oblit > Burn, etc) and compare it to the other biggest outlier which is Titan Weapons.

    TW and SS are tied in single target potential in pylon tests. I am not sure if this factored in -Res procs (Which if it didn't that would put TW slightly ahead) and while AOE DPS is harder to measure they are pretty much tied given TW has a 1 sec animating AOE and two very hard hitting cones).

    Going back to our X - Y chart the lines for Super Strength and TW would be intersecting at Point A. However, for SS point A is a combination where X/Y where X is VERY high (given the extra 160% damage buff from double rage) and Y is lower. Though in this case Titan WEapon's Y = SS's Y.

    Past this intersection, as you go down the X part TW's Y SIGNIFICANTLY increases due to every percentage of damage buff added significantly directly effects the amount of Y due to TW's slope being MUCH higher then Super Strength's. This means past this point, TW will begin dealing more and more damage then Super Strength. This is what I mean by how SS diminishes when more buffs are added.

    Lets look at some not so great sets because you mentioned them:

    Energy Melee (You didn't mention this but I would like to use it since so many people state it sucks) -- Energy Melee's best potential chain is ET > Gloom > Burn > ET. Knockout Blow actually suffers a 5 sec penalty due to having 10 range (Seismac Smash, Total Focus, Energy Transfer all have 20 second recharges compared to SS's KOB having 25).

    The calculation here becomes more difficult because in the above chain you would have to factor build up into it and how often depending on the recharge. However, I do not want to bombard you with tons of numbers so I will explain this in layman charts with our chart again. NOTE: Energy Melee's AOE is fairly weak but I don't think trying to compare the weakest AOE set in the brute primary to anything is fair, thats something that needs fixing.

    Going back to our chart, EM's chain actually deals more DPS then SS but with rage factored in SS's X is higher which puts it at a higher slope. However, since EM's Y is MUCH higher then SS's as EM's X increases its slope becomes larger and larger. At a certain point MUCH before the Brute damage cap they intersect. (I believe this point comes around 200% damage buff possibly 160%, this if factoring in max fury 200% for each set and double stacked rage). Past this point EM pulls away and begins dealing more and more damage until they both cap out which SS will hit first.

    The same occurs for Stone Melee as the above with a few exceptions. Stone Melee's best possible chain is Seismac Smash > Gloom > Burn > Seismac Smash. Seismac Smash has an insane DPA and pulls ahead much sooner in the above scenario. While its AOE is less DPS due to a longer animation (But does have the same 15 foot AOE) it does gain a better AOE crowd control power. If all we are factoring in is simply damage then yes SS is superior in AOE. However, AOE crowd control does have merit otherwise Doms and Controllers would have no use. Is that a fair balance trade off? The developers seem to think so or the trade off isn't so imbalanced that it warrants a change quite yet.

    Fire Melee even with its best chain does less then Super Strength's even when at the damage cap. Its AOE potential though is greater when factoring in the X - Y chart. However, Fire Melee gets an endurance bonus on all of its attacks. Fire Melee's chains typically cost a fraction of the endurance compared to other sets. An example would be Incinerate vs KOB Incinerate is literally 1/3 of the endurance cost of KOB. Players though tend to get narrowly focused ONLY on DPS because they look at extremes such as ALWAYS having 100% endurance and never running out. The truth is you are never always at full endurance and there are times you run out. If we are looking at balance in terms of ONLY DPS then Fire Melee is inferior to Super Strength. However, if we look at balance as several factors (Which is how the developers look at it) then Fire Melee is balanced because its attacks cost way less endurance.

    If you have more questions, or still do not understand feel free to ask. I hope this explains and illustrates things better.