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Quote:Well...There nothing wrong with Tanker, they should never be buff, they are Aggro Holders and they do that better then any Arctype. They are use for tanking and taunt the foe and take's the hits so the team stay alive.
How would a tanker EVER match the aggro holding capacity of a Mastermind? Have you ever seen a buffed-up Mastermind driving his pets in a crowd? It's mind boggling. The AOE addition to buffs just made this even worse. -
Quote:No. Firstly, I don't call for nerfs. Secondly, the Epic AT's make it pretty impossible to lower Brutes resistances. (And for REALLY broken performance envelopes, check THOSE guys out, holy hannah!)So in essence you're saying they should nerf brute resistance caps to make it fair?
Try to read what I freakin' said.
Here, I'll say it again:
"In my mind, other archetypes should have their performance likewise broadened, but in different ways."
Brutes are fine, even if they are stepping all over the performance space of other archetypes. The game has plenty of room to expand other AT's performance in other directions.
For example, re-run those numbers but bump the Tankers resistance cap to 93 percent. A different picture emerges. Similarly, bump the Scrappers damage cap by a hundred percent, and see what emerges. Both of those changes are things I've been advocating for weeks now. (They may not be enough to match a brutes total envelope, but they will allow both those AT's an area of uniqueness.)
Way to totally misrepresent my whole point for a throw-away one-liner.
Jerk? Or troll? -
...the DOT's already scale with fury. Indeed, all DOT's scale with fury.
(At least, that's what I've always believed.)
Indeed, this mechanism is why, even after the lowering of the brute damage cap, brutes who choose the proper powers readily out-damage scrappers. Fire and Gloom, baby!
However, if people are stating that Super Strength and Titan Weapons does more damage than Fire Melee, then that is flat out wrong, broken, and needs to be fixed. Because fire melee is pitifully weak if that is the case. -
Quote:Well, fire armor had to have a recent buff, to put it ahead of shield defense. (Which is still so good it's broken.)See, this introduces a possible problem. If Fiery Melee doesn't do more damage in general than the other primaries, we may need to hit up the powers team for possible buffs/nerfs, simply because of the lack of any mitigation in that set.
Maybe fire melee also needs a touch or two.... Because damage is ALL it does. If other sets with far FAR better mitigation are doing similar damage, that needs lookin' after. -
Quote:Okay, say the scrapper and tank are both using an attack that deals 100 damage. The tank's damage scalar of .8 will make that 80 damage, while the scrapper' scalar of 1.125 will make his damage 112.5.
Multiply that by their respective damage caps and you have:
Tank: 80 x 400% = 320 damage that attack will do at the cap, 384 with Bruising.
Scrapper: 112.5 x 500% = 563 damage that attack will do at the cap.
Fighting an enemy with 10,000 HP, it will take the tank 27 attacks to kill it if you count Bruising, while the scrapper needs only 18 (brutes need the same amount as scrappers at their damage cap). With that many attacks, odds are one of them will be a critical for the scrapper, reducing the effective number of attacks to 17.
Now, for the survivability difference.
A tank's HP cap is 3534, and their resistance cap is 90%.
A scrapper's HP cap is 2409., and their resistance cap is 75%
Now, if the enemy that both ATs are fighting deals 1,000 damage with each attack, the respective resistances will work out to the tank taking 100 points of damage with each hit, and the scrapper taking 250.
Now, with the respective HP caps, it will take that enemy 36 hits to drop the tank, while the scrapper can only take 10 before it's dead.
Why is that a big deal? Because the scrapper needs 17 attacks to win the fight, while the tank needs 27. The scrapper requires more hits to win than it can take, while the tank can take more hits than it needs to win.
Well, Claws didn't run this for a brute, so I guess I will....
Okay, same assumptions as Claws made.
Brute damage scalar is .75, cap is 775 percent, so on a 100 point attack that's, uh, 581 damage.
Fighting an enemy with 10,000 hitpoints, the brute takes 18 attacks to defeat the baddy, darn near the scrapper, as Claws states.
Now for survivability: The brute hitpoint cap is 3212, and their resistance caps at 90 percent. With the same 1000 point shots, the baddy requires 33 hits to drop the brute.
Let's make a chart! (whee!)
Tanker: Dies in 36 attacks, Wins in 27.
Brute: Dies in 33 attacks, Wins in 18.
Scrapperies in 10 attacks, Loses.
Interesting. Both the Brute and the Tank win! But how convincing is this victory?
The Tanker has sustained 2700 points of damage when the bad guy drops, and has 853 hitpoints left.
The Brute has sustained 1800 points of damage, and has 1412 hitpoints left.
The brute can immediately engage a second such foe and will be able to hit it 15 times before defeat. The Big Bad wins the rematch with 1215 hitpoints remaining. That means the brute will come scary-close to beating TWO of them. (If you add in passive regen, it's nearly certain.)
The tanker launches into the rematch and can make 9 attacks before defeat. The Big Bad has 6544 hitpoints when it floors the Tanker. The Tanker will somewhat dent the second foe before defeat.
Meanwhile, the poor scrapper has been on the floor, muttering about the whole situation.
This illustrates what I mean about performance envelopes. Brutes simply have a HUGE range of performance. In my mind, other archetypes should have their performance likewise broadened, but in different ways.
Also, note for the record that I did not choose the parameters here.Yell at Claws if you don't like it.
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Quote:Supposedly claws/fire brutes are really good in the aoe department, though I have never played one since I have my ss/fire brute. As mentioned scrappers will benefit more from follow up, musculature, and +dmg set bonuses and/or buffs. Personally I can't stand playing scrappers that aren't /SD and claws can't be paired with shields.
I dunno see what ya think:
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Blazin' Bastad': Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Strike -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx(9), T'Death-Acc/Dmg(34)
Level 1: Fire Shield -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam/Rchg(43)
Level 2: Slash -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(3), Hectmb-Acc/Rchg(5), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Dmg/Rchg(9), Achilles-ResDeb%(36)
Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-EndRdx/Rchg(45)
Level 6: Spin -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-Dmg(15), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(36)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46)
Level 10: Follow Up -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Acc/Dmg(19), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(36)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam/Rchg(46)
Level 18: Focus -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(25), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(27), Dev'n-Acc/Dmg/EndRdx/Rchg(37)
Level 20: Super Jump -- Zephyr-ResKB(A)
Level 22: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(29)
Level 24: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(31)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(33)
Level 28: Burn -- Erad-%Dam(A), Armgdn-Dam%(33), Armgdn-Dmg/EndRdx(33), Armgdn-Acc/Rchg(34), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Dmg/Rchg(37)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40)
Level 32: Blazing Aura -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Acc/Dmg(39), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(40)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
Level 38: Temperature Protection -- GA-3defTpProc(A)
Level 41: Superior Conditioning -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(42)
Level 44: Physical Perfection -- RgnTis-Regen+(A)
Level 47: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(48), Mocking-Taunt(48), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(50), Mocking-Acc/Rchg(50)
Level 49: Rise of the Phoenix -- HO:Perox(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Marshal
Level 0: Invader
Level 50: Spiritual Core Paragon
Level 50: Reactive Total Radial Conversion
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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This is the brute version of a fire scrapper I've tried to make sturdier for yeeeaarrss.
Still not happy, although this fellow is pretty meaty. -
Quote:It's nigh-impossible on a scrapper. I've tried for years to make my claws/fire into something that has some survivability. I finally settled on a hybrid, just enough defense to keep me alive until healing flames recharges, with stunning damage to makes things dead faster than they can kill me off.I feel like most of the time when I check out FA builds, they're tailored towards farming, and as a result mostly build for F/C defense. If I wanted to build a /FA toon for standard play (solo missions, TFs, iTrials, etc.) what should I build for defensively? I mean, with Shields its easy, 45 M/R/AoE and then whatever you can squeeze in of HP/Regen/Resists. With WP, shoot for 700+ regen, and then all the rest goes to Defense, either S/L/E/N or E/N/F/C depending on who you ask.
I figure a standard Fiery Aura toon has around 50% S/L res (Tough), around 35% E/N res, 75 or 90% Fire res (scrap vs. Brute) and around 15-20% Cold Res. So my questions are these:
Should I build solely for S/L defense?
If so do I need 45, or is 32.5 plenty?
Should I try to get E/N as well?
If so, how much?
What about psy? Seems like it would be an issue
Remember, this is for a NON-Farming, standard play build.
It...sorta works.
Fire scrappers are just too delicate for my ham-fisted playstyle.
No, fire/fire TANKS? Ohhh, yeah, that's the hot ticket.On mine I shoot for 44-46 percent S/L, enough of other things to notice, and then just blaze my way through with the occasional purple. Incredibly fun.
Anyway, here's the last build I came up with for my fire scrapper, maybe it can give you some ideas:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Black_Jack_Tanner_i19_2: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg(5), T'Death-Dmg/EndRdx(15), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/Rchg(40)
Level 1: Fire Shield -- RctvArm-ResDam(A), S'fstPrt-ResDam/Def+(17), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(42)
Level 2: Slash -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(3), Hectmb-Dmg/Rchg(5), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(39), Achilles-ResDeb%(40)
Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(17), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(42)
Level 6: Spin -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg(7), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(45)
Level 8: Follow Up -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Acc/Dmg(11), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(40)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(46)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam/Rchg(46)
Level 18: Focus -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(19), Decim-Dmg/Rchg(19), Decim-Dmg/EndRdx(21), Decim-Acc/Dmg(21), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 20: Super Jump -- Zephyr-ResKB(A)
Level 22: Consume -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Rchg(43)
Level 24: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(36)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(36)
Level 28: Burn -- Erad-%Dam(A), Armgdn-Dam%(29), Armgdn-Dmg/EndRdx(29), Armgdn-Dmg/Rchg(31), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(34)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def/EndRdx(43)
Level 32: Blazing Aura -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Acc/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Dmg/EndRdx(34), M'Strk-Acc/Dmg(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Temperature Protection -- GA-3defTpProc(A)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(45), P'Shift-EndMod(45)
Level 47: Confront -- Mocking-Rchg(A), Mocking-Taunt/Rng(48), Mocking-Taunt(48), Mocking-Taunt/Rchg(50), Mocking-Taunt/Rchg/Rng(50), Mocking-Acc/Rchg(50)
Level 49: Rise of the Phoenix -- HO:Perox(A)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Total Radial Conversion
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48)
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Quote:Yeah, reactive and similar 'flat adders' has me thinking very hard about an old-fashioned buzzsaw build again.I suspect I can get more DPS out of Reactive than most people with Achilles' Heel and 8.5 attacks in 10 seconds plus 5 ticks of Death Shroud. It depends on how much it can stack, though.
LOL, been years since I ran one of those, they were sure a lot of fun. -
Quote:Out of curiosity, can you run this same scenario for a brute?Okay, say the scrapper and tank are both using an attack that deals 100 damage. The tank's damage scalar of .8 will make that 80 damage, while the scrapper' scalar of 1.125 will make his damage 112.5.
Multiply that by their respective damage caps and you have:
Tank: 80 x 400% = 320 damage that attack will do at the cap, 384 with Bruising.
Scrapper: 112.5 x 500% = 563 damage that attack will do at the cap.
Fighting an enemy with 10,000 HP, it will take the tank 27 attacks to kill it if you count Bruising, while the scrapper needs only 18 (brutes need the same amount as scrappers at their damage cap). With that many attacks, odds are one of them will be a critical for the scrapper, reducing the effective number of attacks to 17.
Now, for the survivability difference.
A tank's HP cap is 3534, and their resistance cap is 90%.
A scrapper's HP cap is 2409., and their resistance cap is 75%
Now, if the enemy that both ATs are fighting deals 1,000 damage with each attack, the respective resistances will work out to the tank taking 100 points of damage with each hit, and the scrapper taking 250.
Now, with the respective HP caps, it will take that enemy 36 hits to drop the tank, while the scrapper can only take 10 before it's dead.
Why is that a big deal? Because the scrapper needs 17 attacks to win the fight, while the tank needs 27. The scrapper requires more hits to win than it can take, while the tank can take more hits than it needs to win. -
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Horse hockey. He sure as hell is, and has done so repeatedly. It's even in red!
Quote:People keep saying the additional mitigation tankers have is useless.
People say that the mitigation levels other toons are enough to replace tanks in the tanker role. Yes, tankers are tougher. No, it is not a decision point of any concern in most content.
Quote:Therefore what Deus is saying is you should be willing to give up that extra mitigation that people proclaim to be useless for more damage that people proclaim to be more important.
So, if this nerf call is heeded, how does this reduction in mitigation cascade through the other archetypes?
Or would you leave brutes, scrappers, and defender numbers (for starters) where they're at when you reduced tanker numbers? If so, how is that fair? If not, how much do you cut? Proportional to the tanker reductions?
Because honestly, that IS one way to fix this mess.
Be careful where you end up when you start calling for nerfs. -
Quote:Unless it's a burst damage toon, I frequently skip buildup. I never seem to miss it, and I usually forget I have it anyway.Hey, do I even want Build Up on this thing? I'm used to Scrappers where it makes a difference, though not a huge one. On the Brute version, it looks like virtually identical DPS either way. It's nice to have a brief extra 24% to hit on demand, but I'm not sure that's worth it on its own what with the whole Kismet + Tactics + Focused Accuracy thing going on. I could trade it for Acrobatics, as mentioned earlier, or even for Vengeance for a home for the Shield Wall +3%, giving me an extra slot.
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Quote:You forgot about the part where Scrapper Lightning Rod does something like 40 or 50% more damage than the Brute version.
Oh, no, I know exactly. I have an incarnated elec/elec that I love to pieces.
However, if you want to stop runners, which seemed to be the OP's main concern, a brute is your hot ticket. EA's taunt aura on a scrapper is quite weak, or so I am given to believe.
Is my info incorrect?
Quote:If you can work Shield Defense (maybe using the electric or energy elemental shield costume parts) into the concept, Elm/SD is an exceptional AoE burst powerhouse.
However, I personally find carrying a shield to be a real deal-breaker concept-wise on many toons. YMMV. -
Quote:Nope, that's right.I was about to dispute this as I was under the impression that there weren't any damage buffs that affected Judgment powers. Then I logged in my dom who has t4 musculature and t4 pyronic only to find out that Musculature does indeed increase Judgment damage (by about 220 damage to a -1 minion).
Is this a bug or working as intended?
Of course, that adds like, 1.8 dps....
STILL GLORIOUS. -
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I'm actually leveling a fire/wp/soul brute right now. I'm into the 30's (goin' nice and slow, enjoying all the new content) and I have to say, my expectations as to the performance envelope of that combo are already being confirmed.
The toon is a monster.
Incredibly durable, superb damage, agile and fast, just a real dream to play. Yes, with only modest setting the hit points bounce up and down a lot, but as the defense starts climbing toward softcap that should steady right up.
Most important, it's very rare that they ever bottom out. Brute willpower toons are amazingly able to absorb punishment and still win fights. -
Quote:Brutes are better, and yes, I've played both. I have a pair of claw/inv's: one a scrapper incarnated and setted, the other a brute in the high 40's. The brute was so much better at that point I quit playing it because I reaaaaaallly love the scrapper.I looked at the numbers on city of data and I noticed a big difference between the scrapper and brute version (damage scales, recharge times, etc.). So from people's experience, which version plays the best?
Quote:Looks like the brute version has the higher damage scale, especially with Spin, but scrapper has a much shorter recharge.
Quote:Also, what are some of their best DPS attack chains? -
Quote:Then you want a brute. Simple as that.I'm... not really sure /Inv is an option. I don't have the funds for the glad 3% Unique right now, or five sets of Kinetic Combat with which to softcap it. I may try and poke around in Mids, but the character isn't supposed to be invulnerable/unbreakable (Yes, I'm that much of a stickler for theme).
The important thing is to have fun! -
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Quote:Option 3 is a bad idea. Every second spent actively stopping runners is a second NOT spent arresting.1) Reroll him as an Elec/Energy scrapper. I've got one toon fairly high with the new /EA, and I'm loving it. It would work with his existing powers without too much explanation, and I'm entirely willing to reroll my scrapper with this combo (the time investment isn't a big deterrent for me, as I love mindlessly plowing through missions on nights off of work).
2) Reroll him as an Elec/SR Brute. I'm not sure about this, as I can't always keep up the "Go! Go! Go!" needed for Fury. It would, however, be nearly exact with his current build, with the addition of actually having a taunt aura in Evasion to keep mobs from running to the hills.
3) Keep him as-is, but pick up Provoke, Caltrops or Web Grenade to "fix" the running. This is my least-favorite option. While taunting foes is definitely in-character for him, he's not supposed to have any "tools" or "gadgets" he relies on (I'm currently having to pretend his aid-self device... thingy is a taser he uses on himself to heal up). I suppose both of these would work, but again, I have the disposable time that I'd prefer rerolling unless it's just plain a Very Bad Idea, in which case I don't want to make that mistake.
Option1.... Ehn. it would certainly work, and is thematic.
Option 2 is MUCH better. It's simply true, brutes are better.
However, I would suggest option 4: Re-roll as an elec/inv. Set your invuln graphics off. You are extremely tough (tougher than either SR or EA once you get a build on it) and get all the electrical crash and boom you could ever want, and invincibility GLUES them to you.
Try it, you'll like it. Elec/inv is a very good combo on a scrap, one of the few which is near-equal to a brute. (Pet damage FTW!) -
Quote:On my 'soft skins'?I would argue that they shouldn't need to dip into fighting first. Of course even if they adjusted the tanker numbers so that they would have the same coverage as enhanced tough and weave, how much do you want to wager most tanks would still grab both?
OH HELL YES.Man, hardcapped smash-lethal on a FIRE tank? I'd take that in a micro-second.
Of course, that begs the much larger issue of exactly how mandatory the fighting pool is on any toon that does serious melee.... Effectively puts all melee toons three power picks 'behind' AT's that don't need that sort of thing. -
I just wanted to bump this up and say "Thanks" once again!
This little guide has saved me HOURS of frustration.
This forum rocks. -
Quote:Both factions are about tactics.
Longbow: Don't stand in the nullifier grenade zones (though stone and invulnerability don't really care with capped smash/lethal resistance practically killing the debuff).
Arachnos: Kill any tarantula with a face first.
That's it. Longbow is the more unpredictable: Sometimes a rad warden will ruin your day, especially at +4. Arachnos is all about the tarantula mistresses (lts), though Mu sapping can get aggravating as well over time.
This.
Longbow are annoying as the dickens, they are DESIGNED to make you kite them. Grrrr. The fact that the longbow bosses are anonymous at range also makes them reallllly annoying. Not terribly difficult, but annoying.
Arachnos are pushovers until the tarantulas show up. Make them miss (eat a damn purple, playing without insp's is a chump move), or suffer. Although at this difficulty, perhaps a better way to handle bad multi-spider spawns is to pop barrier as you move in.
Or do you want a build that can do it without Incarnate powers, too? -
Quote:Yes indeed, and sadly, still no love in that thread for battle axe.
Why no love for the battle axe? (weeps)
More importantly, the dps numbers in there are revealing. -
Quote:One problem is that half the stealth defense suppresses during combat. This build is no longer smashing/lethal soft capped. It's about 1% under. That's probaby fairly easily fixed, and I like the buff to FCEN. I'm certainly in favor of adding Tough. As for endurance, it looks to be about 0.3 EPS worse than before, which is about where I was when I did my fiddling, so the same answer could work here. I'm sure there are other solutions as well.
Yeah, your approach is better than mine if we can fix the smashing/lethal (I'm sure it's fixable).
Don't forget, RTTC debuffs their to-hits, effectively getting you back to cap, even if resisted, while in melee. Yes, it might be a tiny bit soft against ranged, but that's what movement powers are for.(1 percent? Really?
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Honestly, this thing is so overkill durable I might have to build one just for the giggles.