planet_J

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  1. This is what I would build a claws/dark to look like:

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Torn to shreds: Level 50 Mutation Brute
    Primary Power Set: Claws
    Secondary Power Set: Dark Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7)
    Level 1: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11), GA-3defTpProc:50(13)
    Level 2: Death Shroud -- FotG-ResDeb%:50(A), FotG-Acc/End/Rech:50(13), FotG-Dam/End/Rech:50(15), Erad-Acc/Rchg:30(15), Erad-Acc/Dmg/EndRdx/Rchg:30(17), Erad-Dmg:30(17)
    Level 4: Slash -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(19), Hectmb-Acc/Rchg:50(19), Hectmb-Dmg/EndRdx:50(21), Hectmb-Dam%:50(21), Achilles-ResDeb%:20(23)
    Level 6: Murky Cloud -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), S'fstPrt-ResDam/Def+:30(27), S'fstPrt-ResKB:30(27)
    Level 8: Spin -- Armgdn-Dmg/Rchg:50(A), Armgdn-Dam%:50(9), Armgdn-Acc/Dmg/Rchg:50(31), Armgdn-Acc/Rchg:50(31), Armgdn-Dmg/EndRdx:50(31)
    Level 10: Obsidian Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(34)
    Level 12: Follow Up -- SBrutesF-Acc/Dmg/EndRdx/Rchg:50(A), SBrutesF-Acc/Dmg/Rchg:50(46), SBrutesF-Rech/Fury:50(48), Rec'dRet-ToHit/Rchg:20(48), Rec'dRet-ToHit:20(48)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40)
    Level 16: Dark Regeneration -- Theft-+End%:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(42), Erad-Acc/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(43), Nictus-Acc/EndRdx/Heal/HP/Regen:50(43), Nictus-Acc/EndRdx/Rchg:50(45)
    Level 18: Focus -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dmg/EndRdx:50(46), Apoc-Dam%:50(46)
    Level 20: Cloak of Darkness -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(36), LkGmblr-Def/EndRdx:50(36)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37), S'fstPrt-ResKB:30(50)
    Level 26: Eviscerate -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(39), Erad-Dmg:30(39), Erad-Dmg/Rchg:30(39), Sciroc-Acc/Dmg/EndRdx:50(40), Sciroc-Dmg/EndRdx:50(40)
    Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/EndRdx:50(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(34)
    Level 32: Shockwave -- SBrutesF-Acc/Dmg:50(A), SBrutesF-Dmg/Rchg:50(33), SBrutesF-Acc/EndRdx/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(42), Posi-Acc/Dmg:50(50)
    Level 35: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36)
    Level 38: Soul Transfer -- Amaze-Stun/Rchg:50(A)
    Level 41: Oppressive Gloom -- Acc-I:50(A)
    Level 44: Tactics -- AdjTgt-ToHit/EndRdx/Rchg:50(A), AdjTgt-ToHit/EndRdx:50(50)
    Level 47: Vengeance -- LkGmblr-Rchg+:50(A)
    Level 49: Superior Conditioning -- P'Shift-End%:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(3)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(5), EndMod-I:50(5)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    Level 50: Ion Core Final Judgement
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Cimeroran Core Superior Ally
    ------------



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  2. Well, if you get permanent hasten, you'll be so close to FU/F/SL attack chain you wouldn't need much more...
  3. You want to use reactive armor in all your resist toggles, 4 of them for the S/L/E/N defense bonuses, instead of aegis.

    Soul transfer should have an ACC/RECH of some kind...it needs accuracy.

    Your primary attack chain should be attempting to get to Follow Up/Focus/Slash, you should really slot slash better.

    In eviscerate you could slot an obliteration set, for some recharge and to get some more S/L Defense if you use all 6 slots, you could do the same with spin.

    Hover is likely fine with just the Winter's Gift Slow Res and a LotG +7.5% global rech, the rest of the slots are just superfluous.

    If you're going to use Armageddon, I would use 5 pieces (all but the damage only piece) and put it in spin or eviscerate and put oblit in the other.

    If you're going to use purple sets and spend the influence, you want to get the recharge bonuses from having them 5 slotted...so try to do that when you are going to use them.

    You have a lot of travel powers, I would drop hover/fly and take hasten instead, and use Super Jump as a travel power, or drop combat jumping if you want to fly, and take hasten, it increases your recharge, and you want it.

    You are shooting for 45% to Smashing and Lethal Defense types...

    I will work on this some later and help you with a build.

    You may also try Dechs Kaison's guide to Claws/Dark Brutes for assistance as well.
  4. Quote:
    Originally Posted by Rylas View Post
    How did I not see that post!? Yes, I think that pretty much hit the spot. Balanced approach. And I don't think Brutes would notice all that much difference. How many brutes constantly run at 90% res and the damage cap? I play them quite a bit, and doing either is pretty difficult to do, let alone sustain.
    Fire and elec...the 2 most common farmers anyone uses...

    Just saying...it would never happen...heads would roll the outcry would be so incredible.

    Brutes are fine...leave them be...fix tanks according to their issues, not according to other AT's.

    Stop looking over the fence and saying the grass is greener...look at your own lawn and kill the grubs under the garden...pluck a few weeds and call it good.
  5. Still waiting for Psionic Melee and Psionic Armor personally...have been for at least 5 years
  6. Quote:
    Originally Posted by Jabbrwock View Post
    Do they? I was under the impression that, when fully buffed, Brutes and Tankers had the same max HP. Less than fully buffed, Tankers win because they have higher base HP. That said, I've been only erratically in touch with the CoH community for quite a long time now, so lots has changed without me noticing.

    Personally, since the two AT's were inspired by pretty much the same comic book characters anyway - bricks - I'd say just eliminate the differences entirely. Give Brutes Bruising and Gauntlet, lower their damage cap slightly to compensate for Bruising. Give Tankers Fury, lower their damage, defense, and resistance scales to match Brutes, and give them the same caps as modified Brutes. Make the only difference between the AT's be which set is primary and which is secondary, and thus what levels you get to take which powers.

    [Edit] snipped some stupid rambling, as opposed to the rest of my post which may be stupid, but I think is at least somewhat to the point.

    Yes, I feel safe making this suggestion because I believe there is absolutely no chance of it being followed. Heck, my *REAL* suggestion would be to literally merge them into a single Brick AT. That would annoy more players and take more work, though, so I moderated it.
    Tanks always have more HP...

    Tanks always have more defense...

    Tanks have a higher base damage modifier, so if their damage cap was raised to match brutes they would actually do more damage...

    Tanks have more base resists by 25% over brutes as well.

    That information can be found outside of me telling you that as well.

    Now, where was it that brutes can be as survivable as tanks? Because frankly...you and johnny are evidently living in the same world where brutes are uber tanks that do massive damage...

    In reality with base damage modifiers accounted for...tanks do damage about like a brute at 10-15% fury...

    You're not that bad off on a tank...

    Secondly...I don't think merging them would actually work out, as that would really step on too many people's toes.
  7. Quote:
    Originally Posted by Hopeling View Post
    I'm not sure that's what that post meant. I parsed it as "I got my best times with (the standard TW chain, and this chain during BM)", not "(I got my best times with the standard TW chain) and (using this chain during BM) [did not improve that time]".
    Ahh, my mistake then, I misinterpreted it as..."I got better results from this chain (standard chain)...than this chain (BM chain)"

    Either way...that point was moot...

    TW wins...
  8. Quote:
    Originally Posted by Ultimus View Post
    This is just the simple formula since B's attack chain utilizes a 50% damage for 10 seconds every time Y (I am not sure how often its being popped) it becomes more complex.
    Actually, if you read...Tommy said he had better damage in the non BM chain...(the times were lower)

    There goes your damage buff theory.
  9. Quote:
    Originally Posted by Rylas View Post
    Yes, and if we're taking averages, then we can't assume the defense character never gets hit. This is what I was trying to point out with your argument. You assume one person has special luck, but then apply law of averages to the other. You're already using unfair measurements for your basis. If one gets special luck streaks, you have to apply that same special luck streak on the other side of the equation.
    Ok assume 0 hits on defensive and 9 hits on resistance...who comes out ahead still?

    How about with 1 hit defensive and 11 hits resistance?

    That doesn't change the debuffs taken by the resist toon either...
  10. Yes the highest original difficulty was something akin to +2/x1 or +2/x2 before the new difficulty system...so technically the game is harder now than it has ever been.
  11. Quote:
    Originally Posted by Rylas View Post
    I already explained it, but here it is in case you couldn't see it:

    <snip to cut out snarky incessant babbling without proper interpretation>
    You can't assume none of the attacks will hit resistance because resistance has no defense in this circumstance...in 20 attacks...with no defense...you WILL get hit 9-11 times...I took the average...

    Rather than get into a debate with you over how well it is that you are unable to read anything I post...I am going to say this.

    Whatever you think, it doesn't change the fact that I am not in support of nerfing an AT that doesn't need it and is not broken (brutes). Frankly, Tanks are not broken...they function fine...it might irritate johnny butane to no end, but sometimes I think he just wants to see tanks light the world on fire...because they all have to "feel" like they jumped out of an X-men comic book according to him and he simply refuses to play brutes because they're not tanks and don't get the tanks advantages.

    So, IMHO...tanks should not do brute damage, they don't need a buff, and brute resistance caps and damage caps should remain untouched because they're not OP'ed, except in johnny's imagination where tanks are a little girl pouting in a corner over damage and brutes all run around at their resistance and damage caps all the time with no buffs.
  12. Quote:
    Originally Posted by John_Printemps View Post
    I'm not so sure that a well-built Regen Scrapper vs. Brute is going to be that noticeable. Brutes do get an advantage in "throwing their weight around" with nearly 600 more HP potential, but Scrappers also have a higher Regen cap, so at full-throttle their gaps aren't going to be that big. Comparing a Scrapper HP capped vs. a Brute HP capped at ~1700 Regen was 180 hp/s vs. 215 hp/s respectively.

    May be a 35 HP difference, but I think the biggest applicable item of interest that really defines the secondary on either AT is the fact that Brute must stay in combat with a target to keep Fury up, and are likely taunting in some fashion in the process. They're inadvertently forcing themselves to take more damage than the Scrapper would have taken. In a sense, the Brute requires that extra breathing room just to function at the same level. In the case with a Scrapper, they can willfully (and rather artfully) skip in and out of combat ("kiting") without any real loss in damage output.

    So, in that analysis, I--personally--feel Scrappers get more mileage out of top-end performance versus Brutes.
    This is pretty close...you won't see a dramatic difference...because scrapper regen caps are 500% higher...though it might "feel" that way because you have more HP to start with...

    Scrappers cap Regen at 301.2 HP/Sec Brutes can cap Regen at 339.4 HP/Sec if my math holds up...
  13. Quote:
    Originally Posted by Ultimus View Post
    Interesting. So since SS gets 160% more damage at all times then TW only passes it by when SS does finally hit the cap and TW gets that extra 160% damage?
    No, TW passes it by period...where did you miss that part? SS cannot hit the cap by itself...the brute cap is over 700% damage...

    When you add attacks that are not inherent to SS to the attack chain it gets closer. By adding gloom and burn, you are taking SS at it's absolute peak and comparing it to TW. But TW can do that same damage with any secondary that has a damage aura...not just fire. Even with gloom but without burn...SS is not even in the same zipcode. Take away damage auras and the gap gets even wider...

    Essentially you are comparing a toon built for one purpose only(SS/Fire/Soul)...to a powerset (TW) that can do what it does, whenever, where ever, with whomever...and still perform the same...day in and day out...while that specific toon (SS/Fire/Soul) cannot if it changes even so much as one piece of the puzzle.

    TW/Elec...TW/Fire...TW/Dark...all those have damage auras...that's all you need for TW to do that damage...

    SS/Fire...and well...nothing else will compete...SS HAS to have burn or you're so short it isn't funny...

    TW doesn't want burn or gloom, you can keep them both...it's still just fine.

    So, wish and what if all you want...TW > SS. Period. Even with Gloom/Burn/Stacked Rage...

    (I like SS and I am telling you this...it's just the plain truth...look at my sig...no TW toons...but there is a SS toon!)
  14. Quote:
    Originally Posted by Rylas View Post
    Well, the point of the post was that Defense has it's drawbacks as well as Resistance. Which goes back to what I was responding to, "placing them on equal footing by raising the res cap to 95%." They're on equal footing already, they don't share the same weaknesses, but they both have their own strengths. There's no need to raise one or the other.
    If 90% resists let 10% damage in and 45% defense let's 5% damage in...tell me where 5 = 10? Is that mathmagic land?

    The problem is defense blocks debuffs etc. because they don't hit...so extra effects...procs...debuffs...none of that hit the defensive player...

    so say that attack does 100+10 fire damage

    after 20 attacks resistance took 220 damage

    after 20 attacks defense took 110 damage.

    this assumes all attacks land on resistance...where as you assumed only half would...based on to-hit %

    However, if you assume that only half land on resistance, you have to consider the chance that none landed on the defense toon in which case:

    20 attacks took 110 damage to resistance

    20 attacks took 0 damage to defense

    Now let's consider...a situation with a debuff...

    let's say each attack has a 10% to-hit debuff that stacks...

    20 attacks resistance took 110 damage and has a 5% chance to hit the NPC

    20 attacks defense took 110 damage (with a possibility that 0 may have been taken and only incurred at a later time) and has a 80% chance to hit the NPC (assuming 90% to hit and that the attack actually landed...again the aforementioned possibility exists)

    clear as mud?
  15. SS/TW/Claws/KM/DM/StJ/MA...

    pick your poison...2 of the more popular brute combos on beta have been SS and TW...but that doesn't mean claws wouldn't be good...as a matter of fact...I am thinking of rolling a claws myself...but not sure about that just yet...we'll see...

    My beta toon is SS/Bio brute...and he is pretty wicked.
  16. You can use burn/gloom in place of WS/FT in the BM chain...but it's not necessary.
  17. Back on topic...

    I would support a bump in tank resist caps to 95% so that resistance and defensive based mitigation would be on equal footing for them...long before I would ever support a decrease to brute's potential survivability, because it is only edge cases at best where they ever reach that potential (except of course, fire armor and elec armor).

    If someone wants a survivability difference then go that route...I don't see that EATs should be on equal resistance footing with brutes...they're supposed to be close to tank survivability.

    Personally, I don't think or feel that tank damage needs a buff...but that is me personally...and strictly my opinion.
  18. Also...pylons have high s/l resists...were it not for that...TW would kill pylons even faster...then the gap becomes more significant. On a pylon the dps difference is maybe 20 on something like DE that have poor resist TW is far and away more effective...*but* we are talking a 10 bill+ inf build...with ageless and musculature on both...etc. it's hard to say Joe q. Public will see those numbers...

    Bottom line they're close but TW wins hands down...anything but fire with SS and it's all over for SS. Not a debate at that point.
  19. TW/Fire wins...

    SS needs a chain of kob/burn/gloom/burn to compete and must stack rage. It takes 175-180% recharge to run that chain.

    TW runs RA/FT/AOD/CB/FT/BM/WS/FT and it takes ed cap recharge in FT and 190% recharge to run that chain.

    The pylon times tell the tale.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    Fine.

    My hypothetical, exactly 100 damage attack would deal EXACTLY 523.2 damage on a Tanker if you count Bruising. What a huge difference it made.

    You still have not explained how it is fair for a Tanker to deal more damage than all of these ATs:

    Corruptors: 375
    Defenders: 220
    Controllers: 220
    Dominators: 500
    Epic ATs (all 4): 400
    Mastermind: 220 (pets make the real number much higher)

    .....while having much better survivability than all of them.

    You're only 5% lower than BLASTER DAMAGE. I will let that sink in for a second. You are seriously proposing that the toughest thing in the game have a maximum damage potential that is only 5% lower than the squishiest.

    Also, since this is using YOUR rules, as in "everyone is at their caps to everything all the time", you make Defender primaries, and Corruptor, Controller, and Mastermind secondaries completely useless. What good are buffs if everyone on the team is capped to everything already? What good are debuffs if nothing can hit you? The only debuff that would be worth anything is -resistance.

    Look at the numbers for those ATs' damage output again. When everyone is capped and half of those characters' abilities are useless, all they have to bring to the table is that amount of damage.

    And you think it is FAIR and BALANCED for a Tanker to out-damage the majority of them, while shrugging off damage that will one-shot all of them? Unbelievable.

    Also, since Tanker base values are so much higher, they need less help than anyone else to reach their survivability peak.

    All the above points are why I am in favor of Brute maximum potential being reduced.

    And the most unbelievable thing is: You actually believe that is a perfectly sane and reasonable request.

    There's already 1 broken AT in the game....why do you want there to be 2? Wouldn't it make more sense to fix the one that's broken instead of breaking another one? (Most reasonable people would answer "yes" here, but I know you're not going to)
    Look, Brutes are not broken...

    Let's count ATO sets with + crit % chance which are available to premium + level players and not terribly hard to get.

    The Damage potential of your scrapper would include twice as many critical hit chances...especially with ATO2 in the pipe...further widening the gap between scrappers and EVERYONE...

    While I think you might seriously enjoy scrappers getting buffed to the gills and everything else being WAY below them, the entire Brute community would be outraged that we got nerfed when we're ALREADY 3RD at dealing damage....sure tanks might love it...

    BRUTES ARE NOT OVERPOWERED...in 99.9999999999999999999999999999% of gameplay...and for that 0.000000000000000000000000000000000000001% that they are...so is everyone else...so it's all proportional anyway...

    Stop talking about nerfing something that isn't damn well broken!
  21. Regen is amazing, the more effort and time and influence you put into it...the better it gets...and it starts out good...plus now we have things like rebirth radial destiny and access to shadowmeld...and other things we didn't have before that makes it even better.

    I would be building for 32.5% S/L/E/N or shoot for something like 40-45% S/L...and build for tons of recharge...you can easily get your toon over 160%+ global recharge with hasten permanent.
  22. Quote:
    Originally Posted by Psiphon View Post
    I was talking about the softcap which is the same for all - 45% in normal play - non-incarnate. Brutes are as capable as Tanks of hitting this with the +def uniques.
    But brutes have to spend more time building for it through sets, leaving them unable to build for other just as useful things...LIKE DAMAGE...tanks get WAY more defense from inherent powers of their powersets...and even the pools.

    You've got mids...look at the BASE numbers for the sets...Take tank BASE values and divide by 1.25 and tell me what you get...please...?
  23. Quote:
    Originally Posted by Johnny_Butane View Post
    Nobody is asking for Tankers to do more damage than Brutes at the cap.
    I'm asking for the Tanker damage cap to be raised from 400% to 545%, which would, if my math is correct, put Tanker single target damage at the cap (after Bruising) to 90% of what a Brute can do at their cap. I think this is fair because Brutes get 90% of Tanker maximum HP at the cap, and are otherwise numerically identical.
    So what you are saying is Tanks should be 125% More survivable on base figures and do 90% of the damage? Erm...I could see 75% of the damage as a fair trade off...pushing it maybe 80%...

    Do the math...Tanks have 125% the base values of Brutes...not 110%
  24. Erm...solo'd a couple AVs, (nothing major...bobcat...neuron...at +2)...killed a pylon couple times for personal interests alone...sorry, that's about it...no crazy TF solo's or anything like that...maybe sometime I will try that out...but for the time being I don't have the time to invest in say 2-3 hours of hardcore soloing all at once.
  25. So then...go ahead and ask for a damage cap bump...because you want to do more damage than brutes as tanks that's an ok excuse I suppose...don't know how well it will fly...because Tanks are clearly more survivable...if they did MOAR damage than brutes that would be a bit OP don't you think? If the cap now is 300% I could see maybe 400%...but a 100% damage cap increase is ALOT.