The Results Are In... Take 2


abnormal_joe

 

Posted

Brutes, with a good player behind, are going to be even more dominating on teams than in a ST comparison ; superior aggro control, much higher resistance and HP caps, access to superior team mitigation through AoE KD/disorients (i.e. Fault, Tremor, Footstomp).

Of course, next to that you've got maybe 90% of the PuG brute players who stop after each group to rest and start each fight with 0% Fury, aren't optimized so the aggro actually kills them, etc..

With all that, I doubt even dev datamining can show accurate figures of performance between both ATs. At best they can tell if the AT is balanced *for most players*, but that probably doesn't tell much to the average Archetypes&Powers forum goer who is most likely a bit ahead of the curve, as if he's there at all he's likely to care more about the game mechanics than your average joe.

Basically, I'd say Brutes are better if played well, and add Brutes SHOULD be better if played well, because player skill plays a bigger role than on Scrappers. Balance discussion between both ATs that disregard this difference can only apply to a very specific subset of players.


 

Posted

Quote:
Originally Posted by JuliusSeizure View Post

This debate is a bit myopic and tends to play into the general meme of soloing AVs and Pylons. I'm sorry, but that's just a fraction of this game.
I think it's safe to say, we all agree with you.

This thread has information in it that are frequently asked about in this forum, so it got stickied. It never claimed to be any different.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Nihilii View Post
Basically, I'd say Brutes are better if played well, and add Brutes SHOULD be better if played well, because player skill plays a bigger role than on Scrappers. Balance discussion between both ATs that disregard this difference can only apply to a very specific subset of players.
I'm fine with that too. If something takes more effort, I'm willing to give it higher peak performance as a reward for that effort. (Buff Regen! )

I like Brutes OK, and don't remember having much trouble maintaining decent fury on mine (been a while), but I'm not all that fond of red side overall, and despite having a preference for hard targets, still like to just hop in at full attack strength and not have to work up to it.

Hmmm, other than being red side, I do think I enjoyed my Super Strength/Willpower Brute as much as an average Scrapper, maybe more. I'll probably give Brutes another try with Going Rogue if I can mostly stay away from red side.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
I'll probably give Brutes another try with Going Rogue if I can mostly stay away from red side.
<cough>clawsbrute<cough>


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
I think it's safe to say, we all agree with you.

This thread has information in it that are frequently asked about in this forum, so it got stickied. It never claimed to be any different.
I agree that there was very useful information in this thread. But when people surreptitiously claim that the numbers denote the need for AT buffs/nerfs, and that debate rages for the majority of the thread, then it has become a misguided referendum. And unfortunately all of that baggage is equally elevated through the sticky. I know exactly what Bill Z intended with his hard work, but I also just read a thread that was taken another direction for the majority of its pages.

While on this tangent, I've always viewed the Melee ATs in a gradient as such:


Tank <> Brute <> Scrapper <> Stalker


At one end you have survivability and agro management. At the other end you have burst damage. There is a clean progression of such capability in both directions when the melee ATs are viewed like this, survivability and burst damage being inversely proportional. In the middle you have the DPS classes, the Scrapper and the Brute. I don't think it should be a shock that the two ATs have similar DPS, as was shown by Bill Z. I'm entirely positive that the Brute archetype was designed to have very similar sustained DPS to that of the Scrapper.

This debate about DPS and AT balance completely ignores one end of this spectrum-- and that's burst damage. It's pretty clear, to me at least, that the melee ATs are splayed as a division between burst damage and survivability. Brutes and Scrappers are hybrids that emphasize DPS but take attributes from the two bookends; higher survivability and auto-taunt for Brutes, criticals and burst damage for Scrappers.

When soloing AVs and Pylons, all that matters is DPS and survivability, and that's what this thread largely came down to-- a debate about whether these two attributes were balanced between the Brute and Scrapper. Well, they aren't, and the shouldn't be.

The DPS ATs should offer similar DPS, and they clearly do from both personal play experience and through Bill Z's numerical analysis. Beyond this general balance of sustained DPS, it's not fair to simply value attributes that are used for soloing AVs and Pylons. Burst damage and the ability to receive greater benefit from proportional +damage have value and also differentiate play mechanics.

When Going Rogue is released, I would argue that the template that distinguishes the 4 melee ATs is largely balanced, and that the Scrapper-Brute debate is moot. (I do feel that Tanks need some mechanic to differentiate them from Brutes-- and have been drafting ideas.) However, the fact that burst damage is often so undervalued might be a design flaw with the game. We'll see what GR and the end-game content has to offer in the way of challenging opponents that need quick elimination. One suggestion would be to have LTs and Bosses charge devastating attacks, and that the process of this charging is clearly animated/made obvious to players. In such a situation, burst damage would be exceedingly valuable. But I digress...


 

Posted

Great job on the math Bubba you’re a credit to the community. I think Cyber Naut’s analysis of your data is correct.

If you are always better than me at something and occasionally better than me at another its pretty clear whose the better pick. Remembering that these are not “outlier builds” being utilized but common IOs helps isolate variables that certainly would skew results. Its also important to remember that this test creates a consistent condition and it has been pointed out that consistency is the purview of the scrapper not the brute.

The arguement that Brutes have to put themselves into positions that the scrapper would avoid to achieve the relatively modest levels of fury used in this test rings somewhat hollow. Simply put, anything that seriously threatens survivability of a typical brute usually fuels fury past the levels used in this test, not to mention activates the emergency teleporter of the face-planted scrapper.

The proof may well be apparent once GR hits. How many more brutes will we see blue side than scrappers on red? Does anyone really think it will be close?


 

Posted

Quote:
Originally Posted by hewhorocks View Post
The proof may well be apparent once GR hits. How many more brutes will we see blue side than scrappers on red? Does anyone really think it will be close?
I think that's not quite the right comparison, because I think more players will move stuff from villains to heroes than the reverse in general. The more meaningful metric is probably going to be the ratio between the two ATs on blue side.

Personally, I don't expect to see a major case of one of these two AT over the other. I'm a pretty serious min/maxer and the performance differences in real play don't convince me that there's a reason for concern. Add to that I see a fair number of people who prefer the Scrapper's consistency over the need to feed Fury (irrespective of whether or not they think it's "hard" to sustain fury), and I think there's not a problem.

If there's a migration, I expect it to be from Tankers to Brutes, not Scrappers to Brutes. There are plenty of Tanker players who really love the core toughness of that AT, but there are also a lot of them who play it because it's the closest AT match for the classic Superman-style super-strong tough guy. Brutes straddle the conceptual gap between Tankers and Scrappers, and I think doing Scrapper-level damage with more HP and Tanker buff caps is going to be even more attractive to those players than it is to Scrapper players.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
I think that's not quite the right comparison, because I think more players will move stuff from villains to heroes than the reverse in general. The more meaningful metric is probably going to be the ratio between the two ATs on blue side.

Personally, I don't expect to see a major case of one of these two AT over the other. I'm a pretty serious min/maxer and the performance differences in real play don't convince me that there's a reason for concern. Add to that I see a fair number of people who prefer the Scrapper's consistency over the need to feed Fury (irrespective of whether or not they think it's "hard" to sustain fury), and I think there's not a problem.

If there's a migration, I expect it to be from Tankers to Brutes, not Scrappers to Brutes. There are plenty of Tanker players who really love the core toughness of that AT, but there are also a lot of them who play it because it's the closest AT match for the classic Superman-style super-strong tough guy. Brutes straddle the conceptual gap between Tankers and Scrappers, and I think doing Scrapper-level damage with more HP and Tanker buff caps is going to be even more attractive to those players than it is to Scrapper players.
If players who are unfamiliar with brutes try them with GR, I think there will be a migration to brutes form both tankers and scrappers. I think brutes have an advantage over both tankers and scrappers, in overall strength and performance. Maybe not so much of an advantage that it will be blatant to most players though. I agree with you that the gap between brutes and tankers is greater than between brutes and scrappers. Should be interesting to see what happens when going rogue hits, but I'm pretty sure I'll be adding a lot of brutes to my stable, lol.


 

Posted

Quote:
Originally Posted by Cyber_naut View Post
If players who are unfamiliar with brutes try them with GR, I think there will be a migration to brutes form both tankers and scrappers. I think brutes have an advantage over both tankers and scrappers, in overall strength and performance.

I think most people who play scrappers for the unfettered fun they are will continue to do so. Not needing to chase fury, or not wanting to be "volunteered" as tank for the team (even when you're not really built for it) being the easy examples.


I think people who love tankers, will still play tankers. Primarily because while leveling to 50 and pre-IOs Brutes lack the survivability those players would be accustomed to on a Tanker.



And I think a smaller, number crunching, power gaming bunch (myself included) will enjoy Brutes for what they can be capable of once they have a truckload of inf and IOs dumped into them, and if they can learn to enjoy the fury mechanic.


 

Posted

One thing that influences the discussion is that Brutes are flat out better in most big game hunting and stress tests we fabricate to test power builds. The fact that they can act as a tank for a group is icing on the cake.

The only place I see scrappers having an advantage is PvP where burst damage actually matters.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

For me, brutes are easier to level on the way to SOs. That extra 150-175% damage makes fury chasing well worth it, especially when backing damage auras or attacks like spin.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
I think most people who play scrappers for the unfettered fun they are will continue to do so. Not needing to chase fury, or not wanting to be "volunteered" as tank for the team (even when you're not really built for it) being the easy examples.


I think people who love tankers, will still play tankers. Primarily because while leveling to 50 and pre-IOs Brutes lack the survivability those players would be accustomed to on a Tanker.



And I think a smaller, number crunching, power gaming bunch (myself included) will enjoy Brutes for what they can be capable of once they have a truckload of inf and IOs dumped into them, and if they can learn to enjoy the fury mechanic.
The 'fury mechanic' is way overblown, imo. I never 'chase' fury, it just happens. People who play brutes and scrappers primarily, are usually not the type to rest for five minutes between fights. The only time I stop killing is when I'm out of endurance or dead, lol. And it's not like it takes very long to generate fury, jump into a group and it gets up there pretty fast.

In terms of the tanker survivability edge, it will still be apparent solo and maybe on small teams, but on a full size team with decent buffs, not so much. And it doesn't take much fury for a brute to obliterate a tanker in damage dealing ability, all things being equal.


 

Posted

Quote:
Originally Posted by Cyber_naut View Post
The 'fury mechanic' is way overblown, imo. I never 'chase' fury, it just happens. People who play brutes and scrappers primarily, are usually not the type to rest for five minutes between fights. The only time I stop killing is when I'm out of endurance or dead, lol. And it's not like it takes very long to generate fury, jump into a group and it gets up there pretty fast.


Players like you and I are fine with the fury mechanic. However, I've read more than enough times on the boards, and had enough conversations in game with other players to see that not everyone feels the same way about fury.

Quite a lot of people dislike the mechanic, and prefer the no maintenance appeal of scrappers.


I play the way you do, but it most certainly requires a good build.

It's certainly not being done on every secondary, at every level pre-IO sets.


Quote:
Originally Posted by Cyber_naut View Post
In terms of the tanker survivability edge, it will still be apparent solo and maybe on small teams, but on a full size team with decent buffs, not so much.
Buffs/Debuffs make most content trivial. Is this really a problem with Brutes?

I think it will be more apparent than you state, when blueside players with minimal villain experience try and substitute their lowbie brute for a tanker and faceplant as a result.


Actually, your own ideas on /SD illustrate how I feel about Brute survivability needs and fury.


Quote:
Originally Posted by Cyber_naut
I agree with sanc, it sucks, lol. To take advantage of AAO, you need near or softcapped defenses (or lots of insps). And with AAO's taunt power, you're going to get some aggro, and if you can't deal with it, you're dead. This is obvioulsy most noticeable while leveling up vs large mobs, usually on teams.
You can substitute Fury/Brutes for AAO in the quote, and be pretty close to the mark.


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
Players like you and I are fine with the fury mechanic. However, I've read more than enough times on the boards, and had enough conversations in game with other players to see that not everyone feels the same way about fury.

Quite a lot of people dislike the mechanic, and prefer the no maintenance appeal of scrappers.


I play the way you do, but it most certainly requires a good build.

It's certainly not being done on every secondary, at every level pre-IO sets.




Buffs/Debuffs make most content trivial. Is this really a problem with Brutes?

I think it will be more apparent than you state, when blueside players with minimal villain experience try and substitute their lowbie brute for a tanker and faceplant as a result.


Actually, your own ideas on /SD illustrate how I feel about Brute survivability needs and fury.




You can substitute Fury/Brutes for AAO in the quote, and be pretty close to the mark.

I guess we'll see what happens. Personally, I don't care much since I primarily prefer scrappers and brutes, but being fair, I feel it necessary to point out the problems I see with tankers in terms of competitiveness. At the very least, I think tankers need some kind of improvement on aggro management, maybe just up their aggro cap a bit.

I don't agree with the fury/aao comparison though. You'll build fury on just attacking, and getting attacked by whatever you're attacking. AAO has a serious taunt aura, and you're going to be pulling aggro off everything with it, and many times you can end up pulling in more aggro than you can handle. My AAO discussion was obviously in terms of being on a team and facing larger than solo groups - with fury, you have far more control on how much aggro you choose to take on.


 

Posted

Quote:
Originally Posted by Cyber_naut View Post
At the very least, I think tankers need some kind of improvement on aggro management, maybe just up their aggro cap a bit.
I thought something like a limited use/long recharge power that allowed Tankers to absorb some portion of another player(s) incoming damage might be interesting.

Something that would allow Tankers to make greater use of their top end survivability levels.

Although I think a higher aggro cap could work as well, would also be a bit easier to balance most likely.



Quote:
Originally Posted by Cyber_naut View Post
I don't agree with the fury/aao comparison though. You'll build fury on just attacking, and getting attacked by whatever you're attacking.
That makes Fury harder to build than saturating AAO, which simply requires you to be surrounded. Someone else can have all of the aggro, and you will still be able to saturate AAO.


Quote:
Originally Posted by Cyber_naut View Post
AAO has a serious taunt aura, and you're going to be pulling aggro off everything with it, and many times you can end up pulling in more aggro than you can handle.
Nearly every Brute secondary has a taunt aura of some kind.

Every single Brute attack has a taunt component.

Both of which will see you pulling aggro.


Quote:
Originally Posted by Cyber_naut View Post
My AAO discussion was obviously in terms of being on a team and facing larger than solo groups - with fury, you have far more control on how much aggro you choose to take on.

On a team, as a brute, you WILL have aggro. It's that simple.

Due to your aura, do to your attacks.

The only way to control it is to stay out of combat, or let someone else have all the aggro which relegates you to attack dependant fury generation.


Attack dependent fury generation is not as good as allowing aggro and incoming attacks to work their magic on your fury bar.

Quote:
Originally Posted by Cyber_naut
And it's not like it takes very long to generate fury, jump into a group and it gets up there pretty fast.
Exactly my point.



If you want to insist that building fury through attacks alone is viable, then we need a fairer DPS analysis and comparison between Brutes and Scrappers that doesn't show the brute at full fury from the start - punching an enemy that won't dissolve in a matter of seconds.


 

Posted

Quote:
If you want to insist that building fury through attacks alone is viable, then we need a fairer DPS analysis and comparison between Brutes and Scrappers that doesn't show the brute at full fury from the start - punching an enemy that won't dissolve in a matter of seconds.
We really don't need that analysis. Go for 75% fury and call it a day.

We could sit down and work out exactly how many outgoing and incoming attacks it takes to reach and maintain 90% fury, but really, what's the point?

Fury generation is freaking simple. Sprint between spawns. Use brawl if nothing else is ready to fire off. Beat crap up. Maintain 60-90% fury without issue all the way through a mission after stamina and SOs.

It isn't rocket surgery. Team with 7 other brutes? Sure, you might have fury issues, but it's not going to matter with that much damage flying around.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Talen_Lee View Post
You speak as a man who never has to look at his green or blue bars.
Only at 50.

I just got done playing my level 24, now 25, claws/wp brute for an hour. He only has QR but it is 3slotted.

I think I ran through 4 scanner missions. I used rest 0 times. I *think* I'm set at +0/x3, but it might be x4.

There were plenty of moments that I had to eat a blue to keep going. Or a luck when I was taking too much damage too quickly.

It's all about finding a balance.

When is it somewhat tough? Pre-stamina/SOs. How tough is it? I leave diff at x2 and rest more often. Will I still be back up to high fury during a single spawn? Yup.


Be well, people of CoH.

 

Posted

Quote:
It's all about finding a balance.
I'm reasonably certain that if my thesis about skill-based mechanics mattered, you'd know it without my having to repeat it, so I'm just going to use this line of yours to underscore that yes, I think this is how it should be, and to further point out with your level of experience and focus, what is easy for you is not necessarily easy for others.


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
We really don't need that analysis. Go for 75% fury and call it a day.

We could sit down and work out exactly how many outgoing and incoming attacks it takes to reach and maintain 90% fury, but really, what's the point?
The point would be to factor in all of the times a brute might not be at 90% fury on a team.

It really is a great deal more often than you suggest.


Quote:
Originally Posted by Bill Z Bubba View Post
Fury generation is freaking simple. Sprint between spawns. Use brawl if nothing else is ready to fire off. Beat crap up. Maintain 60-90% fury without issue all the way through a mission after stamina and SOs.
Is this solo?

Life on teams is never so simple.

If you don't think so you've never been a Brute on a team with several other brutes, or maybe 2-3 doms and an energy blast corr, or dear god the multi-MM PETS ARE EVERYWHERE bonanza.

A lot can ruin a low level brutes day.


60% Fury, does that allow for a comparable amount of damage to a scrapper?

Quote:
Originally Posted by Bill Z Bubba View Post
It isn't rocket surgery. Team with 7 other brutes? Sure, you might have fury issues, but it's not going to matter with that much damage flying around.
I never said it was really.

I said there's more to getting and maintaining full fury than there is to saturating AAO which requires...standing there.

I also said there are a lot of players that either dislike the mechanic or can't get it to work for them.

I'm not one of them, it works for me most of the time.

But there are times, usually on lower level brutes, where I simply can not control enough of the situation to get fury going.

It's usually due to the random nature of PUG team make up, which while is often forgotten about and ignored in discussions like these - happens to make up a significant portion of play for a lot of players.


 

Posted

Here's the thing: low level brutes don't need much fury to do decent damage and high level brutes generally don't have issues soaking up enough aggro to build high fury. There is a section during the 20's to low 30's where they hit a bit of a speed bump, but ime you either like the toon enough to push past it, or you don't. Fury generation isn't the decider at that point.

At level 12 for instance brutes deal about 80% of the damage a scrapper does with the same attack, so they need much less fury to deal scrapper-like damage.

Compare that to once AT scalars have fully set in and brutes deal about 66% of scrapper damage with the same attack.

The only brutes I've personally had some fury issues with are on teams that are trying to tackle content way beyond them and proceed at a snails pace and on brutes that lack aoe damage and/or a taunt aura. One, the other, or both makes it a small issue in most cases.

The difficulty slider though is a huge boon to brutes both solo and teamed. Most of them thrive fighting increased numbers of weaker enemies to keep damage high and fuel aoe buffs (aao, dark regen, damage auras, rttc, and such). The slider allows for that from a much earlier stage in the game than was possible with the previous system.


 

Posted

Deus_Otiosus,

It sounds like you PUG a lot and this often leads to bad bruting experiences. I can see that being a problem.

I don't suffer the same issues as I do solo a lot and when I do team, it's with people from my server's badge channel. I don't PUG. I see no reason for such aggravation while I play.

How much fury does a brute need to catch up to a scrapper?

Brute Smite: 55.055 base
Scrap Smite: 82.582 base

Brute needs 25% fury to catch up. 82.582/55.055 = 1.499 = 50% damage buff needed, or 25% fury.

With enhancements, we'll say 95% each, the scrapper's smite goes up to 161.035
161.035/55.055 = 2.925 = (1+.95+x) = 97.5% damage buff needed or 48.75% fury. Almost half the fury bar.

Scrappers also crit. We'll go with 10% of the time for LTs, Bosses, AVs.
161.035 + 16.104 = 177.139

Brute now needs a bit less that 64% of a fury bar over time to equate to the scrappers average damage after taking into account crits and enhancements.

Buildup, fiery embrace and AAO from Shields will force the brute to work a bit harder.

From where I sit, brutes win. Most of the time. Maybe not on bad teams that don't know how to keep up or with multiple brutes that fight each other for fury.

EDIT: And just for giggles, a brute needs 6.5% fury to catch up to a enhanced tank. And on a team, he should be getting buffs to push him close enough to tank mitigation to do the job.


Be well, people of CoH.

 

Posted

Personally to eaches own, me I don't like fury too much work to keep up. Don't you have to get hit to generate fury? So that would mean getting soft cap works against you? Just too much to deal with.

I know brutes can hold their own and build up to do some great damage but to really do a real calculation I think scraps would come out ahead. I know it sounds a bit like I am a Scrap fanboy, and I will admit I probably am since like I have 10 scrapper 50s, but if solo you should include the down time between mobs and how you start a mish with 0 fury. On teams the same things should be evaluated along with your teammates, Fire Corrs lay waste to mobs along with most MMs severely hurting fury gain.

I played my brute on teams and it was really hard to keep 50% fury and it sucked if I went afk for a second. Solo I generally stayed between 50% - 65% it was hard to keep my blue bar up so I couldn't sprint between mobs. (EM/Inv Btw) On my Scraps, any of them, I don't feel time constricted.

Brutes have to work hard for that damage and to keep it up, while Scraps have it all the time so they can be lazy. So yeah Brutes may get higher resistances caps, but they get the same base as Scraps but they have the same base, So really without outside help an SO built Brute is just barely a little bit more survivable than a SO built Scrap the only difference being HP.

However, I will agree that Fire Melee for brutes has the advantage.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

I worry about my scrapper brethren that struggle to build fury. I worry because it makes me question their ability to flip out and kill things in scrapper-lock.


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Deus_Otiosus,

It sounds like you PUG a lot and this often leads to bad bruting experiences. I can see that being a problem.

I don't suffer the same issues as I do solo a lot and when I do team, it's with people from my server's badge channel. I don't PUG. I see no reason for such aggravation while I play.
I do quite a bit of soloing, all of my TF (LGTF/ITF) play is done with a crew of regulars. But unfortunately for whatever reason, I end up pugging on the way to 50.

I use a few server channels, but most people play blueside.

But I digress.


Quote:
Originally Posted by Bill Z Bubba View Post
How much fury does a brute need to catch up to a scrapper?

Brute Smite: 55.055 base
Scrap Smite: 82.582 base

Brute needs 25% fury to catch up. 82.582/55.055 = 1.499 = 50% damage buff needed, or 25% fury.

With enhancements, we'll say 95% each, the scrapper's smite goes up to 161.035
161.035/55.055 = 2.925 = (1+.95+x) = 97.5% damage buff needed or 48.75% fury. Almost half the fury bar.

Scrappers also crit. We'll go with 10% of the time for LTs, Bosses, AVs.
161.035 + 16.104 = 177.139

Brute now needs a bit less that 64% of a fury bar over time to equate to the scrappers average damage after taking into account crits and enhancements.

Thanks for working out the numbers.


Maybe I'm sleepy.

Brutes only need 64% fury to equate to scrapper average damage?

The extra 26% or so fury, puts them how far ahead?


What happens with say, +100% outside damage buffs?



Quote:
Originally Posted by Bill Z Bubba View Post
EDIT: And just for giggles, a brute needs 6.5% fury to catch up to a enhanced tank. And on a team, he should be getting buffs to push him close enough to tank mitigation to do the job.

On the whole, I tend to get a whole lot more +DEF buffs than +RES buffs (which is the main Tanker Advantage outside of HP post_IOs) - I'm always giddy if someone shows up on a Therm or Sonic (especially on the LGTF, Thaw > Famine )